Rates, reset tables, crafting chances, VIP tiers and event rewards, read straight from the server's own
configuration rather than a marketing page.
Start the roadSix stops, from first login to the end of the ladder
Server record
Season 6 · Ep. 3
Experiencex500drops by reset tier
Master experiencex50flat at every reset
Max level400
Resets100
Grand resets20
Drop chance35–60%by VIP tier
Clients per PC3
WorldSingleno split servers
The player's road
What actually happens, in order, from the moment you connect to the end of the progression ladder.
Every stop links to the exact numbers behind it.
1
Arrive
AccountClientFirst login
Register on the main site, then download and run the client.
The client is English. You may run three clients from one PC; the limit is enforced
per machine, not per account.
The world is single: there is no server list to pick from and no character transfer
problem later. Everyone you meet is on your economy.
Every character you create starts with seven scroll buffs already running, for 24
hours: Defense, Damage, Magic Damage, Life, Mana, Battle and Strength. Nothing to
claim and nothing to click — they are on the character from its first second.
What the game window itself can do — keys, the helper, voice chat, the graphics options — is
collected in the client.
2
Reach level 400
Experience x500Master x50
At x500 the climb to 400 takes a real session. This is a high-rate server,
and the level cap is not where the game is. One kill raises you at most one
level: whatever it was worth beyond that is lost, not banked.
Master experience runs at a flat x50 and never decays, whatever your reset count.
See rates & limits.
3
Reset, and reset again
Level 400Paid in zen/reset or /reset auto
A reset costs zen and drops you back to level 10. Your point pool is rebuilt
on the spot by a single formula: 500 × your resets + 5,000 × your grand resets,
plus the handful of points for your current levels. Your stats are cleared on
every reset, so points are re-spent from scratch each time — /readd or the Auto Add
panel does it in one click.
Resets are done with /reset; turn on /reset auto and the server resets
you the moment you hit 400. Experience drops as you climb: x500 for your first twenty resets,
stepping down to x100 by reset 90. The ceiling is 100 resets. Late starters get
catch-up experience — up to +1000% until they reach the pack. Full cost and point
tables are in resets.
4
Build your gear
Chaos MachineWingsOptions
Everything meaningful runs through the Chaos Goblin in Noria (180, 103): upgrading
past +9, wing crafting, socket spheres. Chances are published in full: see
upgrading, wings and the Chaos Machine.
Wings are a three-tier ladder, each tier built from the last.
Not all of it has to be crafted. Ruud buys gear outright in the
Ruud shop in Lorencia — an excellent set piece or an excellent weapon,
already at +9 with Luck. Ruud is paid by named bosses and invasions, by Double Goer and Imperial Guardian, by
Battle Pass challenges, and 500 by every grand reset,
so a full set is a realistic goal rather than a lottery.
5
Grand reset
100 resets1 billion zenJewels by tier
At 100 resets and level 400 you may grand reset: the reset counter returns to zero
(so experience goes back to x500), and your character permanently gains
+5,000 stat points in the pool formula and +5,000 maximum HP —
both paid again for every grand you own, forever, the same for every class.
The price is 1,000,000,000 zen plus a jewel bill that grows with the tier —
30× Creation early on, 30× Life in the middle, both past grand ten. No daily limit. Every
grand also pays 300 WCoin (P), 5,000 Goblin Points and 500 Ruud.
Grands are done through the Grand Reset window in the main menu. 20 grand resets
is the end of the ladder. See grand resets.
6
The long game
BossesGuildRanking
Past the ladder the server's currency comes from scheduled content: events on the
clock, nine kinds of invasion running four times a day each, and named
bosses. Anything farmable without limit pays experience and items but no currency.
That is deliberate, and it keeps the economy from flooding.
Six stops, from the first login to the twentieth grand reset — and none of it is a promise: every
number behind these stops is on this page. The exact figures start at
rates & limits and run through resets,
upgrading, VIP and the event clock.
The server keeps growing
Season 6 is where this server starts, not where it stops.
Content is added while the server lives, in steps rather than in one big patch: new
armour sets and weapons, new wings and pets, new
events, new monsters and bosses, and whole maps to
hunt them on. There is meant to always be a next thing to chase.
Whatever lands in the game lands on this wiki too. The Item Database, the
Monster Database and the Monster Atlas are built from the
server's own files, so a new set, a new boss or a new hunting spot shows up on those pages by itself,
with its real stats, its real drop and its real spawn points. The numbers on this page are refreshed the
same way.
20 locations from Lorencia (level 10) to Barracks (level 350). PvE maps: Arena (VIP) and
Lost Tower 1–7.
Bosses
Kundun — jewel bundles and ancient gear
Selupan, Nightmare, Medusa — socket sets with excellent options
Erohim — Seed Spheres and Jewel of Socket
Balgass — Condor's Feather and Condor's Flame, socket weapons and
shields up to +9 with an excellent option, Jewel of Excellent, Luck, Level, Skill and
Additional
Events
Blood Castle
Devil Square
Chaos Castle
Illusion Temple
Kalima
Imperial Guardian
Double Goer
Kanturu
Crywolf
Castle siege on Sundays
Bosses 4 times a day
Moss Merchant
Systems
Battle Pass
917 quests: 10 chapters and a seasonal one
Cherry Blossom
Rena exchange
Rankings with rewards
Catch-up experience
Offline farming
Stage goal
Collect the top set of the first stage and stock up resources for the second stage. Guilds
— take the castle.
2
Next
Stage 2
A new, unique location
New monsters
A new boss
New quests for the new location
Tier 4 wings
A new set and weapons with unique options
Mounts: Ur and Ice Dragon (regular and Rare), Shining Tail
x1000 — what Blood Castle, Devil Square, Chaos Castle and Illusion Temple pay when a run ends. Monsters inside give the normal rate, and one reward never raises you more than one level.
Offline and auto-reset experience
the same ladder as playing by hand
Quest experience
x500
Catch-up bonus
+100% per grand reset behind the top players, up to +1000% — see below
Max character level
400
Reset ceiling
100
Grand reset ceiling
20
Levels gained at once
1 — from a kill, a quest reward or an event reward alike; experience past that level is lost
Clients per machine
3
Zen storage
20 billion cap
Experience by reset and grand reset
Two counters set your experience multiplier: how many resets you have, and how many grand
resets. Resets walk you down the ladder; a grand reset puts the reset counter back to zero, but starts
that ladder one step lower for every two grands you hold. The floor is x100 and nothing
goes below it.
The steps in between follow the same pattern — each one is about 18% below the last, and
the odd grand counts with the even one below it (2–3 grands read as one step down, 6–7 as three). Master
experience ignores all of this and stays at x50 whatever your counters say.
Catch-up experience
Starting late does not mean staying behind. Once a day, at 03:00 server
time, the server takes the fifty accounts furthest along among everyone who played that
week — each account counted once, by its best character, with a grand reset worth 100 resets — and works
out their average.
Anyone behind that average earns +100% experience for every grand reset they are
behind it — +1% per reset — up to +1000%, on top of the ladder above. The bonus
shrinks by itself as you climb: every reset brings you closer, and at the average it is gone. Anyone more
than three grand resets ahead of the average earns half of the ladder
instead.
While the bonus is on, a Catch-up EXP icon sits among your buffs. It
is refreshed with the morning recount, so it can lag a day behind: the experience itself follows your
resets at once.
An example: with the average at 5 grand resets, a character on 0 grand resets earns about
+500%, one on 3 grand resets +200%, one on 5 nothing extra — and one on 9 earns half. One kill still gives
at most one level, so the bonus is felt most in the upper levels of each reset.
Bonuses on top
Experience bonuses
Source
Bonus
Party of 2
+5%
Party of 3
+10%
Party of 4
+15%
Party of 5 (the maximum)
+20%
Party members must be within 180 levels of each other, so a level 400
character cannot sit in a party with a fresh one. The bonus depends only on how many of you there are
— unlike classic MU, a party of five different classes earns exactly what a party of five Dark Knights
earns. In a party, zen from monsters is shared between the members.
Master experience only drops from monsters of
level 95 and above, and the party bonus applies to it at the same rates.
Experience also falls off when the monster is far below your own level, and the
further below it is, the less it pays. In a party that comparison is made against the
party rather than against you alone — which is why a high-level character still
gains from hunting alongside lower ones, within the 120-level window.
Seals
Seals are timed items bought in the in-game shop — one day or seven. A seal is used once
and then works for its whole life: there is nothing to re-apply, and logging out does not spend it.
Every bonus below is added to the base rate, not multiplied on top of it, so a seal and
a party bonus and VIP simply sum.
The ordinary and the Master seals cover different experience. Seal of
Ascension only speeds up ordinary levels — once you are on master levels it gives you nothing but the
drop rate. The two Master seals do the opposite: they raise master experience and leave ordinary levels
alone. Seals sit in separate buff slots, so a Master seal and an ordinary one run side by side.
Pets and their rings
Two pets carry an experience bonus, and the rings that go with them add a second one —
but only while a pet is actually in the pet slot. The pairing is cross-wired: any of the panda rings
works with a Pet Skeleton and the Skeleton ring works with a Pet Panda.
All four are sold in the in-game shop and are permanent — there is
no timer on them. A pet and its ring together are +20% experience, and that stacks on
top of a seal, VIP and the party bonus.
The other pets are combat pets and pay no experience: Demon +20% damage,
Dinorant +15% damage, Imp and Black Fenrir +10%,
Spirit of Guardian −30% damage taken.
Where the map itself pays more
Every map carries its own multiplier on top of everything above, and almost all of them
sit at 100%. Land of Trials is the one place that pays more:
120% on every kill.
Blood Castle, Chaos Castle and Devil Square used to add 5–50% of their own on top of the
event rate. That extra was removed on 17 September — a kill inside an event now pays
exactly what the event rate gives it, no more. Those events are worth running for what they hand you at
the end, not for the experience per monster.
Stat ceilings
A single stat caps at 32,767. Points per level depend on class:
5 points: Dark Wizard, Dark Knight, Fairy Elf, Summoner
7 points: Magic Gladiator, Dark Lord, Rage Fighter
Maxing all four stats takes 131,068 points. Standing at level 400, the pool first
covers that at 16 grand resets and 98 resets — a finished character is the reward of
the deep end of the ladder, not the middle.
Dark Lord carries a fifth stat, Command, and so needs a quarter more points to
finish. It gets exactly that: Dark Lord earns 125% reset and grand reset points,
which lands a full Lord on the same milestone as everyone else.
Classes
7 playable classes.
Playable classes
Class
Top set
Item level
Defence
Dark Knight
Brave / Titan
128 / 132
62 / 81
Dark Wizard
Hades
129
50
Fairy Elf
Divine / Seraphim
122 / 129
52 / 60
Magic Gladiator
Destroy / Phantom
125 / 131
66 / 80
Dark Lord
Royal
132
58
Summoner
Queen
134
61
Rage Fighter
Tigris
111
63
These are the top sets — the socket sets, one or two per class. On
bare numbers they sit a little below the older class sets such as Dragon Knight or Venom Mist; what
puts them on top is the sockets: every piece takes up to 3 Seed Spheres, each slot
opened with a Jewel of Socket. Item level is the piece's own
level, not the level you need to wear it. Where the sets drop is in What the
bosses drop.
Unlocking and starting stats
Class
Unlocked at
Points per level
Starting stats (str / agi / vit / ene)
Dark Wizard
Available
5
18 / 18 / 15 / 30
Dark Knight
Available
5
28 / 20 / 25 / 10
Fairy Elf
Available
5
22 / 25 / 20 / 15
Summoner
Available
5
21 / 21 / 18 / 23
Magic Gladiator
Level 150
7
26 / 26 / 26 / 26
Dark Lord
Level 150
7
26 / 20 / 20 / 15 + 25 cmd
Rage Fighter
Level 150
7
32 / 27 / 25 / 20
Magic Gladiator, Dark Lord and Rage Fighter unlock once any character on the account reaches
level 150. Any VIP tier removes that requirement entirely — Bronze is
enough, and the three classes become available on a fresh account. Class evolution is done through the
quest chain: Sebina the Priest in Devias at level 150, Marlon at 220, then Apostle Devin at 380 and 400.
/classe changes class, costs 300 Next Coin and is limited to 3
uses.
Summoner equips her first gear at level 34; the other six classes start at level 10.
The Fairy Elf's buffs are capped at their target, not at the elf: she can buff a character up to
level 250 and 10 resets. Past that the buff will not land, so a
deep-reset character fights on its own numbers.
Who beats whom one on one is laid out in
class matchups.
Every class can craft its own wings. The Chaos Machine picks the result from the wings
your class is allowed to wear, so a Summoner mix returns Summoner wings and a Rage Fighter mix returns a
cloak.
Dark Lord's Dark Horse
The Dark Lord's mount. The Chaos Goblin makes it from a Spirit of Dark
Horse — it drops from monsters of level 70 and up, 0.1% a kill — plus 5 Jewels of Bless, 5
Jewels of Soul, a Jewel of Creation, a Jewel of Chaos and 5,000,000 zen. The chance is 60%, up to
75% with VIP.
The horse grows on its own. While it is equipped it takes a share of the experience you earn from
monsters and levels up to 50; every level adds to the defence it gives you, to the
damage it soaks up for you and to Earthshake. A horse at 0 durability earns nothing.
The Dark Lord master tree adds three skills for it: Dark Horse Strengthener raises
the defence the horse gives, Earthshake Strengthener and Earthshake
Mastery improve Earthshake. There is no jewel upgrade and no stronger horse to trade up to.
Class matchups
Who beats whom when two players meet one on one.
No class sits on top of the table. Each one beats three of the others and loses to the other
three, so everyone has a class to hunt and a class to avoid. Find your class on the left, then
look across to the opponent standing in front of you.
▲Your class wins
▼Your class loses
Your class on the left, the opponent across the top
Class
DW
DK
ELF
MG
DL
SUM
RF
DW
—
▲
▲
▼
▼
▲
▼
DK
▼
—
▼
▲
▲
▼
▲
ELF
▼
▲
—
▲
▼
▲
▼
MG
▲
▼
▼
—
▼
▲
▲
DL
▲
▼
▲
▲
—
▼
▼
SUM
▼
▲
▼
▼
▲
—
▲
RF
▲
▼
▲
▼
▲
▼
—
Dark Wizard
Magic at range and the quickest hands on the field — with the thinnest skin behind them.
Beats
Dark KnightFairy ElfSummoner
Loses to
Magic GladiatorDark LordRage Fighter
Dark Knight
Steel and stamina. The hardest body on the server to put down.
Beats
Magic GladiatorDark LordRage Fighter
Loses to
Dark WizardFairy ElfSummoner
Fairy Elf
Bow and blessings. Carries the party's buffs and its healing.
Beats
Dark KnightMagic GladiatorSummoner
Loses to
Dark WizardDark LordRage Fighter
Magic Gladiator
Sword and spell in one hand. Hits hard, guards less.
Beats
Dark WizardSummonerRage Fighter
Loses to
Dark KnightFairy ElfDark Lord
Dark Lord
A mounted commander. Holds a line and lifts everyone standing near him.
Beats
Dark WizardFairy ElfMagic Gladiator
Loses to
Dark KnightSummonerRage Fighter
Summoner
Curses and returned pain. Wears an enemy down instead of out-hitting him.
Beats
Dark KnightDark LordRage Fighter
Loses to
Dark WizardFairy ElfMagic Gladiator
Rage Fighter
Fists that go through armour rather than around it.
Beats
Dark WizardFairy ElfDark Lord
Loses to
Dark KnightMagic GladiatorSummoner
An edge is not a verdict. The grid shows who holds the advantage before anyone
moves. Gear, how you spend your skills and a cool head carry a fight further than any table.
Skills
406 skills across seven classes. Once learned, no skill asks for a level or a stat.
Once a skill is learned, no level, energy or command requirement stands in its way. Three things
decide whether you can cast: your class, whether the skill sits in the
master tree, and whether you have the mana for it. Learning is the
one step with a gate: the orb, scroll or parchment that teaches a skill asks for a level and stats,
and its tooltip lists them.
Skills by class
Class
From the start
After the first class change
Master tree
Total
Dark Wizard
30
6
75
111
Dark Knight
24
4
76
104
Fairy Elf
27
4
77
108
Magic Gladiator
43
—
78
121
Dark Lord
33
—
78
111
Summoner
37
1
70
108
Rage Fighter
26
—
69
95
A skill costs a flat amount of mana every time you cast it, and your mana pool is what grows —
from levels and from points spent on energy. Past learning, that is the whole gate. Put a 50-mana skill next to a
Dark Knight who starts with 20, and it simply will not fire until he has the pool for it.
Mana to cast with
Class
Mana at level 1
Per level
Per energy point
Dark Wizard
60
2.0
2.0
Dark Knight
20
0.5
1.0
Fairy Elf
30
1.5
1.5
Magic Gladiator
60
1.0
2.0
Dark Lord
40
1.0
1.5
Summoner
40
1.5
1.5
Rage Fighter
40
1.0
1.3
Where skill orbs, scrolls and parchments drop
Orbs, scrolls, parchments and crystals that teach skills drop from monsters, and
only the monster's level decides which of them it can drop. The tables give that
level range for each item: any monster inside the range drops it, on any map. The maps listed are
where such monsters stand thickest. The number after a map is the level it opens at, and Gens
means the map is open to Gens members only.
It is a random drop. When one of those monsters drops an item instead of zen, it is one of the
8 to 36 items that monsters of its level can drop, so expect to hunt for a while. Fourteen skills are
also sold in the X-Shop — press X and open Goblin Points → Skills —
for 500 Goblin Points each. No NPC sells them.
A second class in the Class column — Soul Master, Blade Knight, Muse Elf, Bloody Summoner — means
the item asks for that class. The first table holds the skills each class relies on; the second holds
the early ones and those few players use.
Most skills missing from these tables are not learned from an item at all: they come with the
class, with a weapon — Triple Shot, Cyclone and the like — or from the master tree.
Master tree
The table counts each class separately, and a good many skills are shared between classes — which is
why the columns add up to more than the 406 skills that exist.
290 of the 406 skills live in the master tree and open only after master level. Each one goes to
level 20, and each sits at a rank: a rank opens once you have spent enough points
in the rank below it. Points come from master levels, so the tree is the long half of a character
rather than something you finish.
Master level starts once you are a third-class character at level 400, and it runs to
master level 400 — the cap on this server. Master experience comes only from monsters of
level 95 and above, and every master level pays one point into the tree,
so a finished master has 400 points to spend. At the cap the server says it plainly: you are at
maximum master level.
Rebuilding the tree./remaster wipes every master skill and
hands all the points back at once. It costs 1 Next Coin, and the character has to be at
level 400 when you type it — after a reset you climb back to 400 before the command works.
What is different here
Skills tuned for this server
Skill
On this server
Infinity Arrow
Costs 20 mana and lasts a full hour per cast. The Fairy Elf can use it from level 1.
Ice Arrow
Freezes the target on some hits, not on every one, for a few seconds.
Sleep
Puts the target to sleep for a few seconds. Against other players it works only in Loren Deep, Land of Trials, Crywolf and the Barracks; in Devil Square and Blood Castle it does not work at all.
Magic Circle
Half an hour per cast.
Bless
Five minutes per cast.
Greater Defense, Damage, Life
One minute base, extended by your energy.
Damage Immunity, physical and magic
Ten seconds.
Area skills
One cast damages at most five targets, however many the animation shows.
Elf summons
Take stats from the elf who called them — damage from agility and energy, life from vitality, defence from her own.
Cyclone
Never knocks monsters back. Against players it knocks back only now and then, and the master-tree versions never do.
Innovation, Weakness
Last a fixed time — energy does not stretch them.
A stronger buff is never replaced by a weaker one. If someone casts the same buff at a lower
value than the one you are carrying, yours stays. And you cannot be attacked mid-teleport.
Resets
Level 400 required. Paid in zen. Stats are cleared each time. Done with /reset — there is no reset window.
Reset cost by tier
Reset range
Cost per reset
Cost of the tier
Pool once cleared
0–19
1,000,000
20,000,000
10,000
20–39
3,000,000
60,000,000
20,000
40–59
6,000,000
120,000,000
30,000
60–79
15,000,000
300,000,000
40,000
80–99
50,000,000
1,000,000,000
50,000
A full run of 100 resets costs 1,500,000,000 zen and stacks
50,000 stat points into your pool. Note where that zen goes: the last twenty resets
alone are two thirds of the bill. After any reset the pool is exactly
500 × resets + 5,000 × grand resets plus your current level points — the server
recomputes it every time. /reset does one reset;
/reset auto resets you automatically at level 400; /readd re-spends the
cleared stats. No jewels are needed for a normal reset.
Grand resets
Requires 100 resets and level 400. No daily limit.
Cost by tier
Grand reset
Zen
Jewels consumed
1–5
1,000,000,000
30× Jewel of Creation
6–10
1,000,000,000
30× Jewel of Life
11–20
1,000,000,000
30× Creation + 30× Life
The zen price is flat at every grand; the jewel bill grows with the
tier. Jewels are taken from your inventory as loose stacks — a single stack of 30 in one slot is
exactly right.
Rewards — every grand reset
Reward
Amount
Stat points — permanent, repaid in every future reset
+5,000
Maximum HP — permanent, no buff icon, survives everything
+5,000
WCoin (P)
300
Ruud
500
Goblin Points
5,000
Twenty grand resets put a standing 100,000 stat points and
100,000 maximum HP on your character, cost 20 billion zen plus the
jewel ladder, and pay out 6,000 WCoin (P), 10,000 Ruud and 100,000 Goblin Points over
the full run. The HP bonus is not a buff: it is part of the character sheet, so death, relogs and
resets never touch it.
Upgrading +10…+15
Chaos Machine, via the Chaos Goblin in Noria (180, 103). VIP raises the success
chance of every step by 5% per tier.
Success chance, zen and jewels
Level
No VIP
Bronze
Silver
Gold
Zen
Chaos
Bless
Soul
+10
80%
85%
90%
95%
2,000,000
1
1
1
+11
75%
80%
85%
90%
4,000,000
1
2
2
+12
70%
75%
80%
85%
6,000,000
1
3
3
+13
60%
65%
70%
75%
8,000,000
1
4
4
+14
55%
60%
65%
70%
10,000,000
1
5
5
+15
50%
55%
60%
65%
12,000,000
1
6
6
A clean run from +9 to +15 without a single failure needs 6 Chaos, 21 Bless, 21 Soul and
42,000,000 zen. It lands about 7% of the time without VIP and about
25% at Gold — the tier does not change the recipe, only how often you repeat it.
Budget for failures either way.
Below +10 you raise an item with jewels, no Chaos Machine needed: Jewel of Bless takes it to +6,
Jewel of Soul to +9. How often each one works, and what the other jewels do, is in
Jewels.
Reducing the risk
Talisman of Luck: +10% to the crafting chance, one per attempt.
Talisman of Chaos Assembly: the item survives a failed upgrade, but drops back to +0.
Luck option: +5% critical damage rate. It does not raise the upgrade
chance — the tables above are the whole story, with Luck or without it.
Jewels
Every jewel a player can get: what it does, how often it works, what a failure costs and where it
comes from.
Raises an item one level, up to +6. Also goes into +10…+15 upgrades, wings and the Life Stone.
100%
—
Monsters level 25+ (0.04%), invasions and events, Goblin Points shop
Jewel of Soul
Raises an item one level, up to +9. Also goes into +10…+15 upgrades, wings and the Life Stone.
75 → 90%
At +7 or +8 the item drops to +0; below that it loses one level.
Monsters level 25+ (0.04%), invasions and events, Goblin Points shop
Jewel of Life
Adds the additional option one step at a time — +4, +8… up to +28. Also paid for grand resets.
55 → 70%
The additional option is wiped.
Monsters level 46+ (0.05%), invasions and events, Goblin Points shop
Jewel of Chaos
Goes into the Chaos Machine: +10…+15 upgrades, wings, Chaos weapons, fruit, Seed Spheres.
—
—
Monsters level 12+ (0.04%), invasions and events, Goblin Points shop
Jewel of Creation
Goes into the Chaos Machine: fruit, wings, Seed Spheres. Also paid for grand resets.
—
—
Monsters level 46+ (0.05%), invasions and events, Goblin Points shop
Jewel of Guardian
Goes into the Chaos Machine: the 380 option and the Life Stone.
—
—
Monsters in Kalima 5 and 6 only (0.05%), boxes, Goblin Points shop
Jewel of Harmony
Puts a harmony (yellow) option on an item. Also goes into the 380 option.
50%
The item stays as it was.
Refining a Gemstone, boxes, Goblin Points shop
Gemstone
Refined into a Jewel of Harmony by Elpis in Kanturu 3 (77, 177).
100%
—
Monsters in Kanturu 1, 2 and 3 (0.05%), Maya's hands (5 each), Goblin Points shop
Custom jewels — gear
Jewel of Level
Raises an item one level, up to +15.
70%
The item stays as it was.
Red Dragon, Great Golden Dragon, Battle Pass, W Coin (P) shop
Jewel of Skill
Adds the Skill option to an item that has a built-in skill.
100%
—
Red Dragon, Great Golden Dragon, W Coin (P) shop
Jewel of Luck
Adds the Luck option, on gear and on wings.
100%
—
Red Dragon, Great Golden Dragon, Battle Pass, W Coin (P) shop
Jewel of Additional
Sets the additional option to its maximum, +28, on an item at +20 or lower.
100%
—
Red Dragon, Great Golden Dragon, Battle Pass, W Coin (P) shop
Jewel of Excellent
Adds one random excellent option to an item that already has one, up to 6.
70%
The item stays as it was.
Red Dragon, Great Golden Dragon, Battle Pass, W Coin (P) shop
Jewel of Socket
Opens one more socket slot on a socket item, up to 3 — Dark Stinger takes 5.
100%
—
Red Dragon, Great Golden Dragon, Erohim, Battle Pass, W Coin (P) shop
Jewel of Ancient 1
Makes an item ancient — its first ancient set — with +5 to a stat.
100%
—
Great Golden Dragon, Battle Pass, W Coin (P) shop
Jewel of Ancient 2
Makes an item ancient — its second ancient set — with +5 to a stat.
100%
—
W Coin (P) shop only
Custom jewels — rings and pendants
Jewel of Ring Level
Raises a ring one level, up to +15.
70%
The item stays as it was.
Red Dragon, Great Golden Dragon, W Coin (P) shop
Jewel of Pendant Level
Raises a pendant one level, up to +15.
70%
The item stays as it was.
Red Dragon, Great Golden Dragon, W Coin (P) shop
Jewel of Option Ring
Adds one random excellent option to a ring that already has one, up to 6.
70%
The item stays as it was.
Red Dragon, Great Golden Dragon, W Coin (P) shop
Jewel of Option Pendant
Adds one random excellent option to a pendant that already has one, up to 6.
70%
The item stays as it was.
Red Dragon, Great Golden Dragon, W Coin (P) shop
Where VIP matters, the chance runs from no VIP to Gold; Luck on the item adds nothing to it.
Chaos, Creation and Guardian have no chance of their own — they go into recipes, and the recipe
decides.
Harmony comes in steps. Elpis in Kanturu 3 refines a Gemstone into a Jewel of Harmony every time.
Dropped onto an item, the jewel adds a yellow option half the time. Refining Stones, dropped on
the same way, then raise that option one level at a time, never above the item's own level: a Lower Refining Stone works 80% of the time, a Higher one 90%. Elpis makes the stones out of items
— a plain item gives a Lower stone 50% of the time, an excellent item a Higher stone 80% of the
time — and takes a yellow option off an item without fail.
The custom jewels never damage an item: a miss leaves it exactly as it was and costs only the
jewel. None of them works on earrings or pets.
Jewel of Ancient 1 and 2 need an item that is not ancient yet. An item can belong to up to two
ancient sets: Jewel 1 gives the first, Jewel 2 the second, and many items have only one of the two
— then only the matching jewel works.
Besides the sources in the table, jewels come out of boxes, from the
Golden Archer and in event rewards.
Wings
3 tiers, each built from the one before.
Crafting chance and cost
Recipe
No VIP
Bronze
Silver
Gold
Zen
Wings, tier 1
75%
80%
85%
90%
10,000
Wings, tier 2
65%
70%
75%
80%
5,000,000
Condor's Feather
55%
60%
65%
70%
200,000
Wings, tier 3
50%
55%
60%
65%
200,000
Cape, from Monarch's Crest
VIP makes no difference
5,000,000
Horn of Fenrir
30%
35%
40%
45%
10,000,000
Fenrir upgrade
65%
70%
75%
80%
10,000,000
Dinorant
100%
100%
100%
100%
500,000
Fenrir is the hard one: 30% without VIP on a mix that costs 10,000,000 zen, and it is
the only place on the server where a Gold membership changes the answer by half again. The two steps
before it — Fragment of Horn and Broken Horn — are free and sit at 80% and 60% for everyone.
Recipes
Pick the matching entry in the goblin's combination list.
Tier 1: a Chaos weapon at +4 or better carrying an additional option, plus Jewel
of Chaos. 10,000 zen.
Tier 2: tier 1 wings (or a Wing of Curse) + Loch's Feather +
Jewel of Chaos + 5,000,000 zen. The mix also accepts spare items at +4 or better, and an optional
Talisman of Wings of Dragon.
Cape: the same mix with Monarch's Crest in place of Loch's
Feather — the two are the same item at different levels, which is why they look alike in the
inventory. Optional Talisman of Cape of Emperor.
Tier 3, step one — Condor's Feather: tier 2 wings at +9 with an additional
option, an ancient item at +7 with an additional option, Bundle of Soul, Jewel of Chaos, Jewel of Creation,
200,000 zen.
Tier 3, step two: Condor's Feather + Condor's Flame + an excellent item at +9 with an
additional option, Bundle of Bless, Bundle of Soul, Jewel of Chaos, Jewel of Creation, 200,000
zen.
The wing that comes out is picked from the wings your class can wear, so a mix can hand you a
different pair than the one you were aiming at. For tier 1 you can decide it yourself: put a
Talisman of Wings of Satan, Heaven, Elf or Curse into the mix and that pair is what
comes out. The talismans are sold in the Ruud shop, 300 Ruud each.
What each tier contains
Starter: Small Wings of Elf / Heaven / Satan, Small Cape of Lord, Little Warrior's
Cloak.
Tier 1: Wings of Elf, Wings of Heaven, Wings of Satan.
Tier 2: Wings of Spirits, Wings of Soul, Wings of Dragon, Wings of Darkness; capes
Cape of Fighter, Cape of Overrule, Wind of Despair.
Tier 3: Wing of Storm, Wing of Eternal, Wing of Illusion, Wing of Ruin, Wing of
Dimension, Wing of Curse, Cape of Emperor.
Armour sets & options
69 sets across levels 10–147.
A set is 5 pieces, except Magic Gladiator, who wears no helmet, and Rage Fighter, who wears no
gloves. Both use 4.
Options
Excellent: up to six blue options on one item.
Luck: +5% critical damage rate. It does not raise the
upgrade chance.
Skill: grants the item's built-in skill.
Additional +4…+28: added with Jewel of Life.
Harmony: the yellow option. A Jewel of Harmony adds it half the time,
Refining Stones raise it (80% Lower, 90% Higher), and taking it off always works — see
Jewels.
Ancient: Jewel of Ancient 1 or 2, +5 to base stats. 52 ancient sets exist. Ancient pieces
themselves drop in Chaos Castle, one per run on every stage, and in the field on three
maps — Land of Trials (8 of every 10,000 items that drop), the VIP
Arena (5 in 10,000) and Ignis Vulcanus, far rarer than either.
Tigris — the Rage Fighter set
A set built for this server and worn by Rage Fighters alone. Four pieces at level
111 — no gloves, because the class wears none — and a claw of its own.
Where it sits. Tigris is the Rage Fighter's best set: first
place, ahead of Phoenix Soul in second and Piercing Groove in
third. It is a socket set — every piece takes up to 3 Seed Spheres — and the easiest of the three
to wear: 70 strength for the armour, against 97 and 115.
Tigris Claw
Level 147, 116–122 damage, attack speed 40, durability 255, and it asks 101 strength
with 51 agility. That is one notch under the Phoenix Soul Star at 122–128, on the
same speed and the same requirements — the last claw before the top one.
Where Tigris drops
From three bosses, and from nothing else — no ordinary monster carries it:
Nightmare — Kanturu 3, every 6 hours;
Selupan — LaCleon 2, every 6 hours;
Medusa — Swamp of Calmness, four times a day. Hers are the good copies: they
can roll an additional option, the other two drop clean.
Sockets
Up to 3 slots on socket armour and weapons — Dark Stinger alone
takes 5 — each opened with a Jewel of Socket and filled with a Seed Sphere. Weapons take
Fire, Ice and Lightning; armour takes Wind, Water and Earth.
Combine a Seed with a Sphere to make a Seed Sphere, then mount it. Mounting never fails.
Chaos Machine
Everything else the Chaos Goblin makes, with its chance and cost.
Upgrades and wings have their own sections above. What follows is the rest of the
machine — event entry, potions, sockets, pets and the 380 option. Where a row shows one number, VIP
does not change it.
Chance and cost
Recipe
Chance (none → Gold)
Zen
What goes in
Chaos weapon
100%
10,000
An item at +4 with an option, plus Jewel of Chaos
380 option
70%
10,000,000
An item at +4 with an option, Jewel of Guardian, Jewel of Harmony
Life Stone
—
5,000,000
5 Bless, 5 Soul, 1 Guardian
Fruit
100%
3,000,000
Jewel of Creation + Jewel of Chaos
Seed extraction
80%
1,000,000
A socketed item
Seed Sphere assembly
75 → 90%
1,000,000
Seed + Sphere + Chaos + Creation
Mount a Seed Sphere
—
1,000,000
The item, the sphere, Chaos + Creation
SD potion, small
35 → 50%
100,000
3 Large Healing Potions
SD potion, medium
30%
500,000
3 Small Complex Potions
SD potion, large
55 → 70%
1,000,000
3 Complex Potions
Dark Horse
60 → 75%
5,000,000
Dark Lord's mount
Dark Raven
—
1,000,000
Dark Lord's pet, from a Darkspirit Soul
Blood Castle ticket
80%
50,000 – 1,050,000
8 tiers, price climbs with the tier
Devil Square ticket
80%
100,000 – 2,000,000
8 tiers
Illusion Temple scroll
80%
3,000,000 – 13,000,000
6 tiers
Bless / Soul potion
—
100,000 / 50,000
Jewels turned into drinkable potions
Secromicon
—
1,000,000
All six fragments — they drop inside Imperial Guardian; the book opens its Sunday run
Open a Sealed Box
—
0
Golden or Silver, with its key
A dash means your VIP tier makes no difference to that mix. The SD potion chain is the odd
one out: the middle step is
harder than both ends at a flat 30%, and no tier of VIP improves it.
The 380 option
The 380 option is a second pair of bonuses, most of them for fights against other players, that the
goblin adds to certain armour, weapons and shields (the recipe is in the table above). What the pair
is depends on where the piece is worn, and the third-class sets, with the weapons and shields that go
with them, carry a stronger version. Every piece you wear adds its own.
Earlier items: the Dragon Knight, Venom Mist, Sylphid Ray, Volcano, Sunlight, Storm
Blitz and Phoenix Soul sets; Bone Blade, Explosion Blade, Phoenix Soul Star, Soleil Scepter, Sylph Wind
Bow, Grand Viper Staff and Storm Blitz Stick.
Third-class items: the Titan, Brave, Phantom, Destroy, Seraphim, Divine, Royal, Hades,
Queen and Tigris sets; Flameberge, Sword Breaker, Rune Bastard Sword, Tigris Claw, Absolute Scepter,
Dark Stinger, Book of Lagle, Inberial Staff and Merlin Staff; the shields Crimson Glory, Salamander
Shield, Frost Barrier, Guardian Shield and Cross Shield.
Magic Gladiator's Phantom and Destroy sets have no helm, so their boots carry the helm's SD recovery
rate +22% in place of the defence success rate. The item tooltip lists the PvP lines as attack success
rate, additional damage, defense success rate and defensive skill.
Potions
Every bottle you can drink, and what it does.
What each potion does
Potion
What it does
Apple
Restores 3% of your maximum HP
Small Healing Potion
Restores 5% of your maximum HP
Healing Potion
Restores 8% of your maximum HP
Large Healing Potion
Restores 12% of your maximum HP
Elite Healing Potion
Restores 20% of your maximum HP
Small Mana Potion
Restores 10% of your maximum mana
Mana Potion
Restores 20% of your maximum mana
Large Mana Potion
Restores 30% of your maximum mana
Elite Mana Potion
Restores 50% of your maximum mana
Small SD Potion
Restores 5% of your maximum SD
SD Potion
Restores 10% of your maximum SD
Large SD Potion
Restores 15% of your maximum SD
Elite SD Potion
Restores 25% of your maximum SD
Small Complex Potion
Restores 5% HP and 2% SD at once
Complex Potion
Restores 10% HP and 5% SD at once
Large Complex Potion
Restores 15% HP and 8% SD at once
Antidote
Clears poison — and if you are not poisoned, it breaks the ice instead
Ale
+20 attack speed for 80 seconds
Every percentage is taken from your maximum — the one you see on the character
sheet, bonuses included — so the same bottle heals more as your gear improves. It lands the moment
you drink, and anything above your maximum is wasted.
Potion shops — Apple, every Healing and Mana potion, Antidote and Ale.
Monsters — SD and Complex potions drop in the field.
Chaos Machine — a small SD potion from 3 Large Healing Potions, a medium one
from 3 Small Complex Potions, a large one from 3 Complex Potions. See the
Chaos Machine for the odds.
Quests — Elite Healing and Elite Mana come from the Devias Coldfront chain,
Elite SD from Aida Pressure.
Potions sit on Q, W and E.
Hold one of those keys for two seconds and the slot drinks by itself when you need it — see
Keys.
Currencies
Seven currencies, each with one job.
What each currency is for
Currency
Role
Where it comes from
Zen
Everyday money
Monsters; spent on resets, crafting, the market
Next Coin
Premium currency
Bought on the site — the only source
WCoin (P)
Secondary premium
300 per grand reset
Goblin Points
Goblin shop
35 for every event stage cleared; 5,000 per grand reset; 900–1,200 across the story quests
Ruud
Top-gear currency
Bosses and invasions, 500 per grand reset; spent in the Ruud shop
Guild points
Guild progression
Bosses and large events
Jewels
The real hard currency
Drops and events
There is no conversion between currencies — each one is earned and spent on its
own. In game windows Next Coin, WCoin (P) and Goblin Points are shortened to NC,
WP and GP.
Where currency does not come from
Currency is paid only by content on a schedule: events, invasions and named bosses,
plus the one-off payout for each grand reset and the story quests, which hand out 900–1,200 Goblin Points over their 910 steps. Anything you can farm without limit pays experience
and items but no Ruud and no Goblin Points. That is deliberate: it is what stops a high-rate
server's economy from collapsing in the first week. Next Coin is not farmable at all —
it is bought on the site, and only the grand reset pays a premium currency, WCoin (P).
Zen & drops
Zen scales with the monster's level, identically on every map.
The formula is monster level × zen value, where the zen value is 330 without VIP and
rises to 450 at Gold. Zen does not drop from every kill either: the chance is 45%
without VIP and climbs to 75% at Gold. A second rule matters more in practice — a monster far below your own level pays no zen at all, because the pile is derived from the experience it grants. A level 400 character gets nothing from Lorencia spiders and only pocket change from anything under roughly level 40.
Zen per kill, by monster level
Monster level (example map)
No VIP
Bronze
Silver
Gold
20 · Lorencia, Noria
6,600
7,200
8,000
9,000
50 · Atlans, Tarkan
16,500
18,000
20,000
22,500
80 · Icarus, Aida
26,400
28,800
32,000
36,000
110 · Kanturu, Karutan
36,300
39,600
44,000
49,500
147
48,510
52,920
58,800
66,150
175
57,750
63,000
70,000
78,750
What lands in your bag can be less than the pile on the ground. Two things take their
share the moment you pick zen up:
Your party — the zen is shared between the members.
Your guild's loot tax — the guild master sets it from 0% to 50%, and that share goes
straight into the guild treasury. The master pays it too. At 49%, a pile
of 100,000 zen puts 51,000 in your bag.
If your zen suddenly looks halved and you are not in a party, check your guild's tax first.
How a drop is decided
Two independent rolls. First, whether the monster drops anything at all, which is 35% without
VIP, rising to 60% at Gold. Tougher monsters drop less often than weak ones. Then, what it drops, at the same odds for everyone.
A monster only drops gear from its own level band: pieces whose own level sits between four
below the monster and two above it. That is why a field of level 40 monsters never hands out level 80 armour,
no matter how long you farm it.
Jewels
Jewel
Chance
Where
Jewel of Chaos
0.04%
Monsters level 12+
Jewel of Bless, Jewel of Soul
0.04%
Monsters level 25+
Jewel of Life, Jewel of Creation
0.05%
Monsters level 46+
Jewel of Guardian
0.05%
Kalima 5 and 6 only
The five common jewels drop across the whole world, from any monster that clears the level
shown. LaCleon is the exception: every monster there carries a second, separate
chance on top, so jewels fall about twice as often as anywhere else. Jewel of Guardian is the odd
one out and never drops outside Kalima 5 and 6.
Spheres — for mounting sockets
Sphere
Chance
Where
Mono, Flawed, Nature
0.10%
LaCleon 1 — Ice Walker, Giant Mammoth, Coolutin, Iron Knight
Flawless, Elite
0.05%
LaCleon 1 — Dark Mammoth, Dark Giant, Dark Coolutin, Dark Iron Knight
Two more boxes come from the events themselves. Golden Box and
Silver Box drop inside Blood Castle and Devil Square, on every stage,
at 0.01% per kill. A Golden Box opens into a pet — Demon, Spirit of Guardian, Pet Rudolf
or Pet Unicorn. A Silver Box opens into a jewel: Bless, Soul, Chaos, Guardian, Harmony
or a Gemstone.
What the three boxes hold
One item per box, drawn from two pools:
Gear — 80%. A weapon, a shield or a piece of armour, always
upgraded and always carrying Skill and
Luck. Heart of Love and Silver Medal roll +6 to +9,
each step equally likely; Gold Medal starts one step higher, at +7 to +9.
Heart of Love draws from 55 items, the two medals from 59 each.
A jewel — 20%. Chaos, Bless, Soul, Life or Creation.
No excellent options. These boxes are a source of clean, well-upgraded gear you
can build on — not a shortcut to excellent items. For those, see the excellent sources below.
Every piece carries an additional option. All three boxes hand out gear with
+4 on it — the first step of the additional option, on top of the Skill and Luck
they already carry.
Red Chocolate Box
Dropped by Skeleton King and White Wizard during their invasions.
Opens into a single item:
an excellent ring — Ice, Poison, Fire, Earth, Wind or Magic — with a
level 2 additional option;
or one of eight jewels: Bless, Soul, Life, Chaos, Creation, Guardian, Harmony, Gemstone.
Class Zen Set boxes
Seven boxes, one per class, sold in the in-game shop under Equipment —
300 Next Coin on the Next Coin tab, 4,500 Goblin Points on the
Goblin Points tab. A box opens into a whole
set for its class — every piece +9, with Luck and the excellent
option Increase Zen After Hunt. It is a farming set: it pays for itself in the
zen it earns while you wear it.
Dark Wizard — Pad, five pieces.
Dark Knight and Dark Lord — Leather, five pieces.
Fairy Elf — Silk, five pieces.
Summoner — Violent Wind, five pieces.
Magic Gladiator — Leather, four pieces: the class wears no helm.
Rage Fighter — Leather, four pieces: the class wears no gloves.
Every box also holds the small wings its class can wear — Small Wings of Heaven
for the Dark Wizard, Small Wings of Satan for the Dark Knight and the Magic Gladiator, Small Wings
of Elf for the Fairy Elf, Small Wing of Curse for the Summoner, Small Cape of Lord for the Dark
Lord and the Little Warrior's Cloak for the Rage Fighter. All of them are worth the same:
+12% damage and −12% damage taken. They come plain — no upgrade, no Luck, no excellent option — and are
there to get you off the ground while you save for real wings.
Everything in a box is guaranteed: there is no roll and no bad open.
Right-click the box in your inventory and the whole set goes to your
Gremory Case — open it with U and claim the pieces.
You no longer have to drop the box on the ground, and it works inside town. Dropping it on the
ground still works and gives the same set.
Cherry Blossom Spirit
The spirit stands by the sakura tree in Noria and trades in branches. Branches do
not drop from monsters: they come out of the Cherry Blossom Box, which any monster
of level 35 or above can drop, anywhere, at 0.25% per kill.
Open the box on the ground and it rolls four times, each roll one of six things
with equal odds — wine, rice cake, a petal, or a white, red or gold branch. Repeats are normal.
The spirit takes one full stack at a time, and the stack sizes are built for it:
white holds 50, red holds 125, gold holds 255. One stack buys one item, drawn evenly from the list
for that colour.
one jewel bundle — Bless, Soul, Life, Creation, Guardian, Harmony, Chaos or Gemstone
12.5% each
125 red
an excellent ring — Ice, Poison, Fire, Earth, Wind or Magic — at +0…+3, with an additional option and two excellent options
16.7% each
255 gold
a Divine weapon of the Archangel — sword, scepter, crossbow, staff or stick — at +0…+6, with Skill, Luck, an additional option and one excellent option
20% each
Gold is the long game: 255 branches is five full boxes' worth of lucky rolls, and it is the only
place a Divine weapon comes from.
Options rolled on a drop
Item level: +0 is 70%, +1 is 15%, +2 is 10%, +3 is 5%.
Skill: 6%. Luck: 4%.
Additional option: +4 at 1.5%, +8 at 1%, +12 at 0.5%.
Excellent is rare in the field: about three dropped items in ten
thousand, from monsters of level 25 and up, and it always lands at +0. The piece itself comes
from the tier 25 levels below the monster, so a high-level field pays excellent gear of
the middle tiers. Which blue option you get is an even draw — no option is rarer than another, anywhere
in the game. Everything else excellent comes from boss bags and boxes.
Selling to other players
Two ways to sell: a personal shop you stand behind, and the item market that runs without you.
Item market
List an item and walk away — the market holds it and pays you when it sells. Commission is a flat
10% on every item type and in every currency; there is no cheaper bracket to aim for.
Nothing is blocked from sale.
What you can price a listing in
Kind
Accepted
Currency
Zen, Next Coin, WCoin (P), Goblin Points, Ruud — all five open
Jewels
Bless, Soul, Chaos, Life
Commission
10%, flat
Zen ceiling on one sale
20,000,000,000
Personal shop
The classic shop over your character's head, priced with /store <type>:
bless, soul, chaos, or wcc for Next Coin, wcp for
WCoin (P), wcg for Goblin Points. /offstore keeps it
trading after you log out, which is the difference that matters — a personal shop earns overnight the
same as the market, and you keep the whole price.
VIP tiers
3 tiers, bought with Next Coin. Your tier improves drops, crafting, convenience — and, since
16 September, experience.
Price
Tier
30 days
By the day
Bronze
300 Next Coin
15 Next Coin
Silver
400 Next Coin
—
Gold
500 Next Coin
—
Buy from the Buy VIP window in the game menu, or on the
website — same tiers, same prices, running
the moment you confirm. Buying on the site needs the account logged out of the game.
Only Bronze is sold by the day. Time is added to what you already have, so buying twice extends
rather than replaces; step up to a higher tier and the days left on the old one come with you, worth
what they cost.
VIP also opens a map of its own. Arena is the VIP
farming ground, and it is PvE — nobody can attack you there. 51 kinds of monster from level 68 to 148 across 57 spots, and ancient pieces drop there — one of only three maps
in the game that pay them. More benefits tied to the map will be announced separately.
The experience bonus is modest on purpose. +10 to +20% is a nudge, not a different
game: a Gold account reaches reset 100 noticeably sooner than a free one, not twice as fast. The bonus
applies the same way to hunting, quest rewards, offline farming and auto-reset, so it never forces you
to play a particular way to collect it. The two benefits still worth planning around are
item pickup during offline farming, which starts at Bronze, and the flat +5%
success chance per tier on every crafting roll — over a full +15 run that is the difference between
roughly one attempt in fourteen and one in four.
Battle Pass
A season of 50 levels. One track is free for everyone, the other costs 300 Next Coin.
The pass opens from the game menu. It has its own level, its own experience, and its own tasks —
none of it is tied to your character's level or resets. The current season started on 23 September
and runs 30 days, to 22 October, followed by 3 days of grace (23–25 October) in which nothing is earned any more but everything already earned can still be collected.
The next season begins on 26 October.
When a season ends, pass level and pass experience go back to zero, anything left unclaimed is gone,
and Premium does not carry over — it is bought per season.
Levels and experience
Fifty levels, 87,500 pass experience for the whole run. The step grows as you climb:
Pass experience comes from four places: missions, which appear and tick over by
themselves; challenges, which you accept by hand; weekly milestones
for the number of missions you finish in a week; and one story quest chain in the
ordinary quest window, worth up to 3,400 pass experience across its seven steps. There is no daily cap
on how much you can earn.
The two tracks
Free Pass is open to everyone from the first level — no purchase, no unlock.
Premium Pass costs 300 Next Coin and is bought from the button in
the pass window. Buying it later is not a loss: Premium rewards on levels you have already passed
unlock the moment you buy.
A pass level can also be bought outright for 20 Next Coin, but no more than
two levels a day — buying the whole season out in one sitting is not possible, and the
same daily limit covers the level ticket from the shop. A bought level raises the level itself, so the
free track opens with it; the Premium rewards on that level still need Premium.
What the tracks pay
Most levels pay jewels — Bless, Soul, Chaos, Life, Creation, Harmony, Guardian, Talismans — in
stacks that grow as you climb. Premium pays roughly double on those levels and keeps almost all
the rare things for itself: the custom jewels that rewrite an item (Level, Excellent, Luck,
Socket, Additional, Ancient) sit on the Premium track from level 35 up, and the free track gets
only a Jewel of Luck at 30 and two Jewels of Excellent at 40. A handful of levels break the pattern:
Twenty-four in all, and none of them has to be accepted — they appear, they count, they pay. Daily
ones reset at midnight server time, weekly ones on Monday.
Daily. Four that are there every day: log in (50 pass experience), enter Blood
Castle once (150), kill 7,500 monsters anywhere (100) — and, on top, finishing all of the
day's dailies pays a further 300 pass experience and 3 million zen. Every one of
them also pays zen.
Daily rotation. Fifteen more daily missions — the "clear this place" ones for
Lorencia, Dungeon, Devias, Noria, Lost Tower, Atlans, Tarkan and Aida, plus event entries, a Chaos
Machine run, an invasion boss and spending zen — of which three are live on any given
day, the same three for everyone, worth 100–180 pass experience and 0.1–2 million zen
each.
Weekly. 100,000 kills, or logging in on seven separate days: 400–500 pass
experience and 1–1.5 million zen.
Monthly. 500,000 kills or 28 days of logging in: 1,200–1,500 pass experience
and 5–8 million zen.
Seasonal. One mission for the whole season — 150,000 kills for 3,000 pass
experience and 10 million zen.
Challenges
Eight exist, three are offered to you at a time, and you may hold
three at once. Unlike missions, a challenge has to be accepted, some ask for an entry
fee, and every one of them has a deadline. Miss it and the progress freezes: you discard the challenge
to free the slot, and the fee is not returned.
The ranking tab sorts by pass level first, then by pass experience,
and settles a remaining tie by name. Bought levels count the same as earned ones, so
the top of the board is open to anyone willing to pay for it.
The board pays nothing for the placing itself — it is there to be climbed, and everything the
pass gives comes from its own levels.
The in-game shop
Opened with X. Three tabs, one per currency.
The shop is split by what you pay with, not by what you get — the same kind of item can appear
under more than one tab at a different price. What each currency is and where it comes from is in
Currencies.
Next Coin — the widest tab: Special, Equipment (including the
class Zen Set boxes), Pet,
Ticket, Ring and Pendant, Buff and Skin.
W Coin (P) — Special, Seed Sphere, Boxes and
Custom Jewels. This is where the grand-reset payout goes.
Goblin Points — Equipment, Skills, Pet,
Ticket, Buff and Jewels, paid for with what events hand out.
Timed goods come in five lengths — 1, 3, 7, 14 and 30 days — and the price does not
rise as fast as the time: thirty days costs about twenty-one times the single day, so the long option
is always the cheaper one per day. Seals and buffs are sold this way; pets,
rings, jewels and skins are permanent.
Event tickets hand over ten entries at a time, not one. Skins are cosmetic only —
they change how a character looks and carry no stats.
Inventory space is bought from the inventory window itself, not from a tab:
125 Next Coin per expansion, up to four on a character. The Magic
Backpack tile in the shop does the same thing for the same price.
The shop list is read when the launcher starts. If a tile you were told about is missing, close the
client fully and start it again rather than relogging.
Ruud shop
Ruud Shop, Lorencia (130, 127).
What Ruud buys
Item
Specification
Per piece
Full set
Excellent set
+9, Luck, Excellent Damage Decrease
1,250 Ruud
6,250 Ruud
Excellent weapon
+9, Luck, Excellent Damage Rate
2,000 Ruud
—
Talisman of Wings
Satan, Heaven, Elf or Curse — decides which pair a tier 1 wing mix makes
300 Ruud
—
One set and one weapon per class, and no level, reset or master requirement
on either. The set is sold per piece, 5 pieces — except Magic Gladiator, who takes no helmet, and Rage
Fighter, who takes no gloves: their sets are 4 pieces, 5,000 Ruud.
Shop gear comes with a single excellent option and no sockets, by design. It insures you
against bad luck at the Chaos Machine; it does not replace farming, where six options on one piece are
possible. Pets, mounts and wings themselves are not sold here — the shop is armour,
weapons and the four wing talismans.
Quests
Ten story chapters and a seasonal one, all in the quest window. A chapter opens at its level, its
quests go one after another, and each quest is done once per character.
Open the quest window with T or /quest; the Quest Master in
the middle of Lorencia (130,130) opens the same window. Inside a chapter each quest opens when the
one before it is done. When a task is complete, collect the reward in the window, and keep a few
free slots in your bag for the items.
Healing Potion, Small Mana Potion, Gold Medal, Jewel of Soul, Jewel of Bless
Dungeon Descent
25
100
17.0–20.0 million
100
SD Potion, Small SD Potion, Box of Kundun +1, Gold Medal, Heart of Love
Devias Coldfront
35
100
25.6–27.2 million
95–115
Elite Mana Potion, Elite Healing Potion, Jewel of Life, Jewel of Guardian
Lost Tower Ascent
45
100
27.1–28.3 million
134–184
Small SD Potion, Jewel of Bless, Jewel of Soul, Box of Kundun +2, Jewel of Chaos
Atlans Tide
55
100
31.7–33.5 million
113–157
SD Potion, Small SD Potion, Jewel of Life, Heart of Love, Box of Kundun +1
Tarkan Hunt
65
100
32.3–35.2 million
97–133
Large Complex Potion, Complex Potion, Jewel of Harmony, Jewel of Guardian, Box of Kundun +2
Icarus Wings
75
100
36.6–40.5 million
100–141
Cherry Blossom Play-Box, Jewel of Harmony, Jewel of Guardian, White Cherry Blossom Branch
Aida Pressure
85
100
36.2–37.4 million
104–144
Elite SD Potion, Jewel of Soul, Jewel of Bless, Jewel of Life, Gold Medal
Veteran Trials
95
100
38.2–39.4 million
111–159
Jewel of Life, Cherry Blossom Play-Box, Jewel of Guardian, Jewel of Harmony, Box of Kundun +3
Most steps are hunts: a number of monsters, of one kind or of any kind. The rest ask you to bring
items, to hand over zen (from 100,000 to 20 million) or Goblin Points (from 1 to 30), and a few
send you into Blood Castle, Devil Square, Chaos Castle or Illusion Temple.
Quests pay zen, items and Goblin Points, never stat points, Next Coin, WCoin or Ruud. The ten
chapters together come to about 260–280 million zen and 900–1,200 Goblin Points.
Changing your class at Sebina, Marlon and Apostle Devin is a separate chain, described under
Classes. Missions and challenges are in the Battle Pass window, not here:
see Battle Pass.
Seasonal chapter
Season 1 — Echoes of Lorencia is taken automatically when you log in and starts over with every
Battle Pass season. Its seven steps, from level 10 to 80: hunt 40 and then 80 monsters, enter
Blood Castle, Devil Square and Chaos Castle once each, log in on 3 different days, and finish with
500 monsters. Together they pay 3,400 Battle Pass experience, 4.8 million zen and three keepsakes:
Echo Fragment, Sealed Memory and Lorencia Relic.
Event schedule
Server time. Blood Castle, Devil Square, Chaos Castle and Illusion Temple pay 35 Goblin Points a
run; Imperial Guardian and Double Goer pay Ruud — see Event rewards.
Nine kinds, each four times a day on its own six-hour cycle; Kundun and Medusa on the hour
100 min
How each event plays — how you get in, what you do inside and who gets paid — is
on its own page: Event guides. Click an event in the table to jump straight to it.
How many runs a day
Every event has a daily entry quota, and VIP adds
one run to it. The tier does not matter here — Bronze, Silver and Gold all give the same single extra
entry.
Every event stage is picked by your level. Magic Gladiator, Dark Lord and Rage
Fighter move up to the next stage of Blood Castle, Devil Square and Chaos Castle earlier — their
ranges are in the MG · DL · RF columns. Illusion Temple uses the same levels for every class.
Chaos Castle has six stages.
The last stage of Blood Castle, Devil Square, Kalima and Illusion Temple — Blood Castle 8,
Devil Square 7, Lost Kalima and Illusion Temple 6 — is for 3rd class
characters: once you have your third class you always go there, at any level.
Kalima runs on its own ladder: Kalima 1 from level 40, then 131, 181, 231, 281 and 331 for stages 2
through 6 (Magic Gladiator, Dark Lord and Rage Fighter 20 levels earlier), with Lost Kalima for 3rd
class characters.
How you get in. Chaos Castle takes an Armor of Guardsman, sold by
the general goods merchants in every town. For Blood Castle, Devil
Square, Illusion Temple and Kalima the
in-game shop sells a ticket of its own — ten entries per purchase.
The classic entry items work as well: the town merchants sell the parts for Invisibility Cloaks and
Devil's Invitations up to +3 and ready Lost Maps +1 and +2; the top Blood Castle, Devil Square and
Illusion Temple take a cloak +8, an invitation +7 or a Scroll of Blood +6 crafted from parts that drop;
Kalima also opens with a Lost Map made of Symbols of Kundun — recipes, shops
and drops are in the Event guides.
How many runs a day each event allows is in the quota table above, and
characters flagged PK cannot enter Blood Castle, Chaos Castle or Devil Square.
Invasions run on their own clock, nine of them, and they need no ticket at
all — the timetable, the spawn counts and every drop are in
Invasions.
Invasions
Nine invasions on a fixed clock. No ticket, no quota — the fight comes to you.
How an invasion works
Nothing to enter, nothing to spend. The monsters spawn on ordinary maps, most of
them in the starter towns. There is no instance, no invitation and no daily quota — if you are on
the map when it starts, you are in it.
They land across the whole map, not in one fixed corner, so they turn up wherever
you happen to be standing.
A server-wide message opens every run, and when a boss falls a second message
names the player who finished it.
The monsters stay for 100 minutes, or until somebody kills them.
The reward drops on the ground where the monster died. Bosses pay
Ruud on top — those numbers are in
Bosses.
They run one at a time on a six-hour cycle, and the cycle repeats four times a day.
Kundun opens it on the hour; the town invasions follow every 30 to 60 minutes;
Medusa lands two hours after Kundun. Nothing else starts within 40 minutes of either
boss, so a fight never begins while you are still in the last one. Pouch of Blessing, Rabbits and Fire
Flame Ghost are the light ones — a fresh character can farm them from level one.
2 Death Kings and 10 Death Bones in each of the two towns — 4 kings a run
Every king: 2 items — a bundle of 10 jewels (Bless, Soul, Chaos, Creation or Life) or a Red Chocolate Box. Every Death Bone: zen — up to 5 piles of 1,000,000 — and a Rena roughly every third kill, for the Golden Archer
Red Dragon
2 dragons in each of the three towns — 6 a run
Every dragon: 1 custom jewel — Level, Skill, Luck, Additional, Excellent, Socket, or one of the four ring and pendant jewels
Golden invasion
72 golden monsters across 12 maps, from Lorencia to LaCleon
Box of Kundun +1…+5, by monster — see the two tables below
White Wizard
2 wizards with 10 ogre soldiers and 10 ogre archers in each of the three towns — 6 wizards a run
Every wizard: 3 items — Wizards Ring, a bundle of 10 jewels, or a Red Chocolate Box. Every ogre: zen — up to 5 piles of 1,000,000 — and a Wizards Ring roughly every third kill
Pouch of Blessing
30 pouches in Lorencia
Every pouch: 3 jewels, each one of Bless, Soul, Life, Creation or Chaos
Rabbits
30 Lunar Rabbits in Devias
Every rabbit: 3 jewels from the same five
Fire Flame Ghost
30 ghosts in Noria
Every ghost: 3 jewels from the same five
Medusa
1 boss, level 175, 320,000,000 health
5 items — jewel bundles of 10 and 20, excellent weapons and staffs, gear at +0…+3 with Skill, and the Tigris set
Kundun
1 boss, level 147, 320,000,000 health. Kalima 7 needs a Symbol of Kundun to enter
7 items — jewel bundles of 10, and ancient gear
The golden invasion
The widest of the nine: 72 golden monsters at once, spread over twelve maps, each one carrying a
Box of Kundun — all but the Great Golden Dragon, which carries jewels instead.
The tier of the box follows the monster, so the map you pick decides what you can win.
Three custom jewels, Jewel of Ancient 1 and the ring and pendant ones among them
Box of Kundun
A box opens into one excellent item, and the roll is generous in options and blank
on level:
always Skill and Luck;
one or two excellent options, an even chance of each, and every option in the
list is as likely as the rest;
an additional option — none, +4 or +8, each equally likely;
item level +0. The box hands you the options; the upgrading is yours to do.
What the tier changes is the pool. +1 draws from 47 early items, +2
from 55, +3 from 59, +4 from 61, and +5 from 47
top-tier ones: Great Dragon, Dark Soul, Hurricane, Red Spirit, Dark Master and Piercing gear, the
Divine Archangel line, Knight Blade, Staff of Kundun, Arrow Viper Bow.
Custom jewels
What the jewels from the Red Dragon and the Great Golden Dragon do, how often they work and where
else they come from is in Jewels.
Rena and the Golden Archer
Rena drops from Death Bone during the Skeleton King invasion —
about one kill in three. It is not a jewel and it is never used on an item: it is handed to the
Golden Archer, the archer standing in Devias (226, 66).
The invasion runs four times a day — at 02:50, 08:50, 14:50 and 20:50 server time —
and stays for 100 minutes. It fills Lorencia and Noria with ten
Death Bones each, alongside two Death Kings. A Death Bone rolls five times: each roll is either a
Rena or a million zen, so a kill hands over up to five Rena and pays about
4.6 million zen on average even when none of them lands.
One click hands over every Rena you are carrying — you no longer register them one
at a time. The archer's window then shows how many you have banked, and each reward tier costs a
fixed number of them.
Every exchange pays out — there is no empty roll. Each tier hands over one box, and
the tier decides which:
The jewels the archer used to hand out are gone: the exchange now pays in boxes, so what you get out
of it is decided when you open the box rather than at the archer.
Event rewards
Paid on completion — the same for every stage.
Every stage pays the same: 35 Goblin Points. Blood Castle, Chaos Castle,
Devil Square and Illusion Temple pay no Next Coin and no Ruud, and the number does not
grow with the stage. What the higher stage gives you is the experience and the drop, not a bigger
payout.
Goblin Points are spent at the Goblin shop. The other place they come from is the grand reset,
which pays 5,000 at once — see Grand resets.
Your reward inbox, in the main menu on U. Prizes from events and boxes land
here rather than in your bags, and they wait while you are offline.
Quest rewards — what the quest window pays.
Event prizes — Blood Castle, Chaos Castle, Illusion Temple, Imperial Guardian and
the Double Goer chests always deliver their items here, never straight into your bag.
Donation rewards, and anything the team sends you.
Two shelves — character and account — 50 slots
each. Every reward carries a countdown: 30 days to claim it, then it is gone.
Claiming needs a free space in your inventory.
Bosses
The currency ladder at the top of the world.
Named bosses
Boss
Level
Health
Where
Respawn
Ruud
Erohim
128
178,000,000
Land of Trials
12 h
20–50
Kundun
147
320,000,000
Kalima 7
4× daily, invasion
20–50
Selupan
145
241,000,000
LaCleon 2
LaCleon, every 6 h
20–50
Medusa
175
320,000,000
Swamp of Calmness
4× daily, invasion
20–50
Nightmare
135
241,000,000
Kanturu 3
Kanturu, every 6 h
20–50
Great Golden Dragon
142
30,000,000
Invasion
4× daily
10–25
Death King
30
269,000
Invasion
4× daily
20–50
Red Dragon
47
5,000,000
Invasion
4× daily
20–50
White Wizard
87
1,010,000
Invasion
4× daily
20–50
Erohim, Kundun, Selupan, Medusa and Nightmare also award guild points:
40, 20, 15, 5 and 5 respectively. Damage rankings are tracked on every major boss and show the top 5
contributors.
What the bosses drop
Each of them carries its own list, and it lands on the ground where the boss dies. The invasion
bosses — Skeleton King, Red Dragon, White Wizard, the golden monsters — are in
Invasions.
Bundles of 10 jewels — Bless, Soul, Chaos, Creation, Life — and ancient gear, drawn from a list of 157 pieces
Selupan
5
Excellent weapons, staffs and shields; the Ashcrow, Eclipse, Iris, Valiant and Glorious sets; the socket sets Titan through Queen at +3…+5 with Luck, and they come excellent — one or two options, an even chance of each; jewel bundles up to 30 at a time; and the Tigris set
Medusa
5
Jewel bundles of 10 and 20, excellent weapons and staffs, gear at +0…+3 with Skill, and the Tigris set. Everything that can hold a socket comes excellent with one or two options and an empty socket
Nightmare
5
Top weapons at +5…+7 with Skill, Luck and an additional option; a few excellent pieces; clean Phoenix Soul and the socket sets; jewel bundles; and Tigris at +3…+6. Socket-capable pieces come excellent with one or two options and an empty socket
Erohim
5
Everything the socket system runs on: Seed Spheres of all six elements, Sphere (Elite), Sphere (Flawless), and a Jewel of Socket
Maya's hands
5 each
Gemstone — two hands, so ten per Kanturu run
Illusion Kundun by Kalima level
Kalima
1
2
3
4
5
6
7
Ruud
3–5
4–6
5–8
6–10
8–12
12–15
20–50
Balrog, Hydra and Zaikan pay no currency. They respawn every 150 seconds across seven
points, because farming them would print tens of thousands of Ruud a day and destroy the economy. They keep
their experience and item drops.
Guilds
6 ranks, paid from the guild treasury.
Guild ranks
Rank
Members
Treasury zen
Jewels required
Guild-wide buff
0
20
—
None
—
1
20
10 billion
100 of each
+1%
2
25
20 billion
200 of each
+2.5%
3
30
20 billion
300 of each
+3.5%
4
35
20 billion
400 of each
+4%
5
40
20 billion
500 of each
+5%
Jewels counted are Bless, Soul, Life, Creation and Chaos, and the guild master pays them out of his
own bags; the zen comes from the treasury. Ranking all the way to 5 costs 90 billion zen and
1,500 of each jewel. The rank buff applies to every member at once — experience, zen, physical
and magical damage all by the same percentage, plus flat defence.
Founding a guild needs level 250 and a clean record: a character with a kill count
above 3 can neither found a guild nor join one. Creating costs nothing.
The treasury
Three things fill it: member deposits from 10,000 zen upwards, the guild tax — the master can take up
to 50% of what members earn from monsters, from sales and from rewards, and it starts at 0% until he
sets it — and two of the weekly missions, which pay straight in.
The tax on monsters is taken at the moment a member picks up zen, the master included:
with it at 49%, 100,000 zen on the ground gives the member 51,000 and the treasury 49,000. A tax set
high and forgotten looks to members exactly like a halved drop.
The treasury holds at most 20 billion zen, and so does each guild warehouse. That is
a hard limit of the game itself, not a setting: it is also why ranks 2 to 5 each cost exactly
20 billion — you fill the treasury to the brim, spend it, and start again.
The Oracle
Available from rank 0, paid from the treasury: 10 billion zen for
60 minutes on the whole guild. Three to choose from:
One shared kill counter for the whole guild, reset every Monday. All four targets count off the same
counter and pay automatically.
15,000 kills — 25 million zen into the treasury.
25,000 kills — the Attack oracle free, for seven days.
35,000 kills — 100 million zen into the treasury.
50,000 kills — the Attack oracle free again, for seven days.
The Shrine
Fourteen permanent guild-wide buffs, three levels each, upgraded by the master from rank 1. Every
level costs the same regardless of which buff it is: 20 / 40 / 80 million zen and
10 / 20 / 30 Jewel of Bless.
Levels 1 / 2 / 3 give: physical and magical damage +3/+6/+10%, attack speed +5/+10/+15, defence
+50/+100/+150, zen +3/+6/+10%, experience +3/+6/+10%, maximum HP +500/+1,000/+1,500, resistance to
critical and to excellent damage +1/+3/+6%, minimum and maximum damage +20/+40/+60, and shield defence
+3/+5/+7%.
The Guild Garden
A map of your own — every guild gets its private copy, and no one else walks into it. Type
/garden to enter; any member may, at any rank. What you build there is paid
from the treasury and stays:
Training dummies — one from rank 0, two more from rank 1: 5 billion zen and
3,000 Goblin Points each.
Guardsman — your personal warehouse in the garden: 5 billion and 3,000.
Potion shop: 7 billion and 3,000.
Chaos Goblin, from rank 1: 7 billion and 3,000.
Building all of it comes to 34 billion zen and 18,000 Goblin Points.
Warehouses and rights
Five guild warehouses, opened strictly in order, each paid by whoever opens it: 500 million zen for
the first; 2 billion and 40 jewels for the second, from rank 1; 5 billion, 100 Next Coin and 80 jewels
for the third, from rank 2; 10 billion, 300 Next Coin and 150 jewels for the fourth,
from rank 3; and the fifth from rank 4. There is no tax on taking zen back out.
By default an ordinary member may look and deposit but not withdraw. A Battle Master
may also withdraw, up to 50 items a day. An Office Master has full rights, including
opening new warehouses. The guild master can hand any of this to any member individually.
Emblem, friendly fire and war
Every guild has the classic small emblem, and the master can additionally upload a
64×64 HD logo — drawn in game or uploaded as an image up to about 12 KB, no more than
once a minute.
Members of one guild — or of one alliance — cannot hurt each other: not on the
open maps, not in the garden, not in a siege and not in most events. The exceptions are the places
built for fighting: duels, Battle Soccer, Chaos Castle, Illusion Temple, TvT and the duel arena.
/war and /soccer are free to use at any time. An
alliance holds up to three guilds. The separate GvG tournament event is currently switched off.
Castle siege
One castle, one owning guild, and a week that always ends the same way — Sunday evening, one hour.
The castle is the one thing on the server owned by a guild rather than a player, and the only way to
take it is to storm it on the hour it is open. The week around that hour runs on a fixed timetable:
guilds sign up, hand in Signs of the Lord to earn their place, the owner repairs the walls, and on
Sunday the gates come down or they don't. All times here are server time.
The server's first siege is on Sunday, 4 October, at 17:00. Registration for it
opens on Monday, 28 September.
Registration opens — guilds sign up at the Guardsman
Tuesday 21:00
Registration closes
Wednesday 21:00
Signs of the Lord are accepted
Thursday 21:00
Signs are no longer accepted
Friday 09:00
The attacking list is settled and published
Friday 16:00
The owner's preparation window — repairs and taxes
Sunday 17:00
The siege — one hour
Sunday 18:00
The owner is announced
Monday 00:00
The cycle closes, the lists are cleared and a new week begins
Signing up
Registration is done by the guild master of the alliance's leading guild, at one of
the two Guardsman NPCs on the castle map (86, 61 and 99, 61). A guild inside an
alliance signs up through its alliance head — the members' own guilds do not register separately.
The guild needs to be at least rank 1. Rank 0 cannot register at all, and the
answer at the Guardsman says so. The Guardsman also stops working for the hour the siege runs.
Sign of the Lord
The Sign of the Lord drops from ordinary monsters between level 25 and
150, anywhere in the world, at 0.5%. There is no other source — it is not
sold, not brewed, not handed out by an event. Collect them all week, hand them in during the handover
window, and the count decides your guild's place in the attacking order, not whether
you are let in.
The hour itself
The castle has six gates at 500,000 health and four Guardian
Statues at 400,000, plus nine cannon towers, a shield and catapults on both sides — the
attackers' catapults hit for 300, the defenders' for 200. Gates and statues carry their damage
between weeks; the owner repairs and strengthens them from the castle treasury during the preparation
window.
The throne room only opens to attackers once all four Guardian Statues are down, and
only while the siege is running. Inside are the crown and its two switches, and
only a guild master can take the crown. Whoever holds it when the hour ends owns the
castle for the next week; if nobody does, the defenders keep it.
Taking it is a job for three: two guild members hold the two switches, standing right
next to them, while the master holds the throne for 60 seconds straight
— a single step aside, a death or a teleport resets the count.
Three rules apply on the castle map during the siege: only the attacking side may summon a Life
Stone, only the defending side may summon soldiers, and duels are off. Damage between players drops to
70% for the hour, and the class matchup table does not apply — a siege is decided by numbers and
objectives, not by who counters whom.
What the castle pays
The owning guild master sets three taxes from the castle window — on the Chaos
Machine, on shops and on hunting inside the castle grounds. Everything collected goes into the
castle treasury, which holds up to 20 billion zen and pays for the
repairs. The castle map itself pays 110% experience and set items can drop there,
though item drops run at 40% of the usual chance.
The map has no travel command and no minimap: you walk in through the gates, from
Lorencia (239, 14), from Crywolf (239, 40) or from
Land of Trials (59, 7).
Brewing at Senior
Senior stands in the throne room and works only for the guild master of the owning
guild, outside the siege hour. He takes 3 bundles of Jewel of Bless, 3 bundles of Jewel of
Soul, 30 Jewel of Guardian and 1,000,000,000 zen — bundles are made with
/pack — and hands back one accessory, picked at random from
seven: the rings of Ice, Poison, Fire, Earth and Wind, and the pendants of Lighting and Fire.
Whatever comes out is +10, with a 6th-step option and three excellent options — the
kind of accessory that does not drop anywhere else. The castle may brew six times a day,
and the counter rolls over at 00:00 server time.
Offline farming
Your character keeps fighting after you disconnect.
The helper panel, where offline farming is configured. Auto Offline is the button that
keeps your character fighting after you disconnect.
Available to everyone with no level or reset requirement. Duration runs from
8 hours without VIP to 24 hours at Gold.
Offline experience is the same as playing — there is no separate offline rate,
your character earns whatever the monster, your reset tier and the map would give you anyway. The
difference that matters is item pickup: without VIP your character fights and
levels but leaves everything it drops on the ground. Any tier from Bronze up picks the drops up.
Telling the helper what to pick up. Open the helper panel, tab
Obtaining, and do this once:
Tick Pick Selected Items, then tick Add Extra Item.
Type an item name in the box and press Add — it appears in the list below.
Repeat for every item you want, then press Save Setting.
Hearts, medals and boxes: what to put in the list
Type this
What it picks up
Box of Luck
Heart of Love, Silver Medal,
Gold Medal, Box of Heaven, Box of Kundun +1…+5 — while you are playing
Heart of Love, Silver Medal,
Gold Medal, Box of Heaven,
Box of Kundun
each of these by its own name while you
farm offline — Box of Kundun covers all five
One item, several names. Heart of Love, both medals, Box of Heaven and every Box
of Kundun are the same item — Box of Luck — at different levels. While you play, the helper
reads Box of Luck; offline it reads the name shown on the ground. Keep Box of Luck in the list and add
the ground name of every one you want picked up offline.
Part of a name works too. Type an item name in full and the helper takes that one
item and nothing else; type a word that is not a full name on its own and it takes everything whose
name contains that word — Heart picks up Heart of Love, Heart of Dark
Lord and Devil Heart, Jewel picks up every jewel on the ground.
Maps & travel
Type /move <map> to travel. Each destination has a level requirement and a zen
fee. Every spawn on every hunting map is charted in the interactive
Monster Atlas — each spot, NPC, trap and safe zone, straight
from the server configuration.
Two more reference desks read from the same files: the Item Database — every item with its numbers and where it comes from — and the Monster Database — every monster with its stats, its maps and its drops.
Travel destinations
Map
Level
Fee (zen)
Lorencia, Noria, Elbeland
10
2,000
Elbeland 2–3
20
4,000
Devias 1–4
20
2,000–3,500
Dungeon 1–3
30–50
3,000–4,000
Lost Tower 1–7 — PvE
50–70
5,000–8,000
Atlans 1–3
70–90
4,000–5,000
Arena — VIP only, PvE
100
200,000
Loren Deep
100
100,000
Tarkan 1–2
140
60,000–65,000
Aida 1–2
150
70,000–75,000
Icarus
150
80,000
Kanturu 1–3
160–180
90,000–150,000
Karutan 1–2
200–220
130,000–140,000
Kanturu Remain
250
120,000
LaCleon
280
150,000
Swamp of Calmness
280
150,000
Vulcanus — Gens members only
300
150,000
Crywolf
320
270,000
Barracks
350
280,000
Shortcut destinations: /pvp1 to /pvp3 for the Devias duelling
grounds and /pvp4 for Tarkan, all from level 50, plus
/arena1–/arena5.
Arena is the VIP farming map. It is no longer duelling ground alone — it now carries
a full spread of monsters from level 68 to 148 — Silver Valkyrie and Lizard King at the low end, Dark
Giant, Dark Coolutin and Dark Iron Knight at the top — 51 kinds in all, laid out across
57 spots and 456 monsters. The layout was reworked on 21 September:
fifteen spots gave way to twenty new ones, and the map gained the Bloody line (Orc, Death Rider,
Golem, Witch Queen), the Blood Assassins, Orcus, Coolutin, Giant Mammoth and Iron Knight, while
Death Tree, Forest Orc, Death Rider and Blue Golem fill the low end of the western column. The warp is open to VIP accounts only,
from level 100, for 200,000 zen.
Spots hold 8 monsters, the same as on every other map — the two extra ones Arena
carried since 1 September were taken back on 21 September. What stays with the map is
its own: no PvP at all, and ancient gear among the drops. Further perks tied to the map
are coming and will be announced separately.
Land of Trials was rebuilt on 17 September and is now a proper hunting map:
40 spots of 8 monsters — 320 in all — with a 5-second respawn and a
level ladder that climbs as you walk in from the entrance: Ax Warrior at 75, Lizard Warrior at 78,
Poison Golem at 84, Queen Bee at 92 and Fire Golem at 102. The wandering singles that used to scatter
across it are gone, so the map reads as a line of spots rather than a field. A
warehouse keeper stands at 54, 17, the boss Erohim still holds the far
corner at 220, 211 — and the map pays 120% experience, the only one on the server that
pays above par.
Vulcanus is open from level 300 but only to members of a Gens faction, which you may
join from level 50.
PvP & death
Open world, with a real cost for killing.
Rules
Open-world PvP
Enabled
PvE maps — no PvP at all
Lost Tower (all floors), Arena
Items dropped on death
None — you keep your gear
PK penalty per kill
3 hours
Self-defence window
30 seconds
Events closed to PK characters
Blood Castle, Chaos Castle, Devil Square
Duel score limit
10
Damage in duels
100% — the same as anywhere else
Shield damage reduction in PvP
35%
Clear a PK flag with /pk — 50,000,000 zen.
Guilds may be challenged to war with /war. There is no way to opt out of PvP
on the open maps.
The client
The game window is not the one from 2005. It draws through a modern renderer, remembers where you
left every panel, and carries a set of tools the old client never had.
Getting in
The launcher holds your account list, brings the game files up to date and carries
the video and game settings, so the first thing you touch is never a text file. It hands over to the
game with your account already filled in — you press Login.
Accounts are made on the main site. The client remembers the
account you last used and fills the login screen in for you; passwords are capped at
10 characters.
If the connection drops the client reconnects on its own and walks itself back
through login and the character list. That list shows level, resets and grand resets for every
character, so you can read your account without entering the world.
Keys
Default keys
Key
Opens
C
Character
V or I
Inventory
K
Expanded inventory
J
Jewel bank — jewels kept out of the way of everything else, see bundles
A
Master skill tree
T
Quests
P
Party
G
Guild
F
Friends
B
Gens
M
Travel window — the same destinations as /move
H
Event list with its timers
D
Commands, with syntax and price for each
X
Next Coin Shop
Z or Home
Helper
U
Main menu
Tab
Map — hold Ctrl and left-click a spot, and your character runs there
F8
Ranking boards
Q W E
Potions
None of these is fixed. Options → HotKeys lists every action, takes a new key on a
click, tells you when that key is already spoken for, and can put the whole set back to default. The
same tab carries what has no key out of the box: five potion slots, a
pick up nearby item key, and the free camera — swing it around your character and
snap it back, both on keys.
Potions have a second trick. Hold Q, W or E for two seconds and that slot starts
drinking itself when you need it; hold again to stop.
The jewel bank and bundles
The bank on J keeps your jewels out of the inventory and hands them back
loose: Withdraw 10 gives ten separate jewels, not a bundle. Plenty of things ask for a
bundle instead — wing mixes, castle siege, quests and trades.
Make one yourself. Take the jewels out of the bank, then type the command with the jewel and the
bundle size: /pack bless 30 turns thirty loose Jewels of Bless into one
Bundle of Bless, and /unpack bless 30 takes it apart again.
Bundles come in 10, 20 and 30. The jewel is named in the command: bless, soul, life,
creation, guardian, gem, harmony, chaos, lowstone, highstone. The jewels have to be in your inventory
and you need a free slot for the bundle. Both commands are free and open to everyone.
What the menu opens
The icon grid on U is where the systems that are not part of classic MU live.
Menu windows
Window
What it holds
Grand Reset
The ladder past the reset cap — cost, requirements and what each grand pays, see grand resets
Battle Pass
The season track, your level in it and the reward on every step — see Battle Pass
Item Market
Selling to other players without standing in a shop, see selling items
Gremory Case
Rewards waiting to be claimed, split into character and account, each with a countdown before it expires, see Gremory Case
Ranking
The boards, the title your reset count earns, and the time to the next payout
PK History
Your kills, your deaths, and the server-wide list
Events
What is running now and what is next, see event schedule
Lending your account without lending your password — below
Options
Graphics, sound, voice, party status and key bindings
Windows remember where you drag them, and the options carry a save all window
positions switch if you want the whole layout to survive a relog.
Reading the screen
The client is unusually talkative, and most of it can be switched off in the options if it is not
for you:
Numbers on the bars. Your health and shield, and every monster's health, are
shown as values and not just a length of red. Monsters carry their level beside the bar.
Damage in colour. Each kind of hit — normal, critical, excellent, reflected,
taken — has its own colour and size, so a fight reads at a glance. On the big bosses a board
totals the damage dealt to them.
An honest experience bar. Hover it and it lists the bonuses actually in play.
Under it runs a live hunting log: time hunted, damage per minute, experience per minute, zen per
minute, levels gained.
A clock. Your local time and server time side by side in the
corner — the second one is what the event schedule runs on.
Discord shows what you are doing. While the game runs, your Discord profile says
MU NEXT and the map you are on, with a button that takes a friend straight to the site. It can be
turned off in MuClock.user.ini next to the game.
Frame rate and ping on screen, so a bad evening is diagnosable.
Buffs with timers instead of a row of icons you have to guess at.
Drops you can read before you walk to them. Items on the ground are labelled,
framed and lit by rarity; hold Shift over one to read its full tooltip from where
you stand.
Gear score and item rank on the item itself, guild logos over players, quest
marks over the NPCs that have something for you.
Chat is tabbed — general, party, guild, gens, trade and events — and the log window resizes, goes
transparent, locks in place or hides entirely. Invasions announce themselves in the event tab.
The Windows title bar of each client carries that character's name, level, master level, zen and
every currency. With several windows open it is the fastest way to find the one you want.
The helper
The helper panel (Z) is where hunting is set up: which skill, which buffs, what to
pick up, when to drink. While the panel is open the client draws your hunting and pickup
ranges on the ground, so you set them by eye instead of by number.
Counter attack lives in the same panel: the helper locks onto the first player who
attacks you, with a range limit, a cooldown, and a switch to walk back to your spot once the threat
expires ten seconds later. Auto Offline is one button further along — the rest of
that story is in offline farming.
Party tools
The party bar docks to the edge of the screen and shows each member's class icon, health and shield,
with a crown on the leader. Click a member for the actions: follow, whisper, hand
over leadership, allow or forbid attacking, remove.
Your own state is announced to the party: Active, which becomes AFK after five
minutes without moving, Be Right Back, Do Not Disturb, and
Invisible if you would rather not say. Party buffs show as icons on the bar.
From the same list you can jump straight to a party member, wherever they are
standing. It costs 150 Next Coin per jump and needs level 200. It
works on the ordinary hunting maps; event maps are always refused.
Voice chat
The client carries its own voice chat — no second program, nothing to install.
Options → Voice: switch it on, pick your microphone and output device, choose
push-to-talk with its key or an open mic with a sensitivity threshold, and set input and output
volume separately. Noise suppression, echo cancellation and automatic gain are all there, with a mic
test to hear yourself before anyone else does.
Auto connect to party drops you into your party's channel the moment the party
forms.
Guest access
A friend can play your character without ever learning your password. In the menu you open a
guest session: the client generates a one-time password, you choose how long it
lives — from 1 to 24 hours, three by default — and you tick what the guest may do.
They log in on the normal login screen with your account name and that generated password.
Every permission is its own switch: writing in chat, trading, buying and selling in shops, using
craft NPCs, the warehouse, dropping items, picking items up, the personal store, the Next Coin Shop. You
can keep up to 10 sessions alive at once and end any of them early. Two things are
never available to a guest, whatever you tick: deleting characters and the
/lock commands.
Graphics and performance
Four presets — Low, Medium, High, Ultra — and under them every knob on its own: texture quality and
filtering, anisotropy, shadows, water, effects, vegetation, character detail, anti-aliasing up to
8x MSAA plus FXAA, depth of field, fog, glow, terrain light, and gamma, exposure,
contrast and saturation. A preset you tune yourself can be saved and loaded back.
Resolutions run from 800x600 to 3840x2160, with a borderless window, an adjustable
font size and a separate interface scale for wide screens. The frame limit is 60, 120,
240 or uncapped, with V-Sync on its own switch. A machine that cannot run the modern
pipeline can switch render mode and restart into a compatibility one.
The world has weather and a day-night cycle, both driven by the server, so rain in
Lorencia is rain for everyone. The camera pulls considerably further out than the classic client
does, remembers the distance you left it at, and can be freed entirely and swung around your
character for a screenshot. Screenshots land as JPG files in the client's ScreenShots folder.
Zoom is Alt + mouse wheel, and since 17 September it works on the four maps that
used to have the camera nailed down: Castle Siege, Vulcanus and
Double Goer 1 and 2. A siege is the place you most want to see the whole screen, and
now you can.
Commands
Typed into the chat box. Open to every player. Most are free; paid ones are marked with their Next Coin or zen price.
Character
Command
What it does
/reset
Reset the character — price follows the ladder above (1M–50M by reset count)
/readd
Redistribute stat points
/remaster
Redistribute the master tree, costs 1 Next Coin
/classe <type>
Change class — 300 Next Coin, 3 uses maximum
/str /agi /vit /ene /cmd <n>
Add points to a stat
/rename <name>
Rename the character — 250 Next Coin
/pk
Clear PK status — 50,000,000 zen
Farming & items
Command
What it does
/offattack
Start offline farming, 8 to 24 hours by VIP tier
/attack <skill> <buff>
Auto-attack while online
/pick <type>
Auto-pickup: soul, bless, chaos, zen, life — VIP only
/store <type>
Open a currency shop: bless, soul, chaos, wcc (Next Coin), wcp (WCoin (P)), wcg (Goblin Points)
/offstore
Keep your personal shop running while offline
/pack, /unpack <jewel> <10|20|30>
Turn loose jewels into a bundle and back — the bank always hands out loose jewels, see the jewel bank. Types: bless, soul, life, creation, guardian, gem, harmony, chaos, lowstone, highstone
Not to the finished article. The shop sells speed, chance and convenience: drop rate,
crafting odds, offline hours, cosmetics, and a Ruud-priced set that deliberately carries a single excellent option and no sockets. The best gear on the server still has to
be built at the Chaos Machine. VIP does add experience, but only +10 to +20% — enough
to feel, not enough to skip the climb.
When does the server launch?
The server opens on 25 September. Register on the main site; news and updates go out in Discord.
How many clients can I run?
3 from one machine.
What language is the client?
English.
Where is the reset window?
There is not one. Resets are typed: /reset for a single reset, /reset auto
to have the server do it for you every time you reach 400. The grand reset keeps its window in the
main menu.
Do I keep my stats through a reset?
No. Stats are cleared on every reset and re-spent from the points you are given.
Where do these numbers come from?
The server's own configuration files, read on the date in the footer. Everything on this page is
what the server is running right now — nothing here is a plan or a promise.