Mu Next Wiki

Every numberon this server

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 road Six stops, from first login to the end of the ladder

Server record

Season 6 · Ep. 3
Experience x500drops by reset tier
Master experience x50flat at every reset
Max level 400
Resets 100
Grand resets 20
Drop chance 35–60%by VIP tier
Clients per PC 3
World Singleno 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.

Long-term goals are the Battle Pass season, guild ranks and the ranking ladders.

That is the whole road

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.

What is coming next is announced in Discord.

Server stages

What is in the game now, and what comes next.

1
Now

Season start

Top gear
Socket sets: DK — Brave / Titan, DW — Hades, Elf — Divine / Seraphim, MG — Destroy / Phantom, DL — Royal, SUM — Queen, RF — Tigris. Tier 3 wings.
Maps
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
  • Muuns
  • Dungeons
  • Collections

Date to be announced in Discord.

Rates & limits

The server's headline configuration.

Core configuration
Game version Season 6 Episode 3
Experience rate x500 (resets 0–19), scaling down to x100
Master experience x50, flat at every reset count
Event reward experience 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.

Experience multiplier #
Resets 0–1 GR 4–5 GR 8–9 GR 12–13 GR 16+ GR
0–19x500x330x220x150x100
20–29x400x270x180x120x100
30–39x330x220x150x100x100
40–49x270x180x120x100x100
50–59x220x150x100x100x100
60–69x180x120x100x100x100
70–79x150x100x100x100x100
80–89x120x100x100x100x100
90+x100x100x100x100x100

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.

What each seal gives #
Seal Experience Drop Also
Seal of Ascension+10% normal levels+20%—
Seal of Healing—+20%+5% HP recovery
Seal of Divinity—+20%+5% SD recovery
Master Seal of Ascension+30% master——
Master Seal of Wealth+30% master+10%—

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.

Experience from pets and rings #
Item On its own With a pet equipped Also carries
Pet Panda+10%—+50 defence, picks up zen
Pet Skeleton+10%—+20% damage, +10 attack speed
Panda Ring—+10%+30 attack, +50% zen from monsters
Skeleton Transformation Ring—+10%+40 attack

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 KnightBrave / Titan128 / 13262 / 81
Dark WizardHades12950
Fairy ElfDivine / Seraphim122 / 12952 / 60
Magic GladiatorDestroy / Phantom125 / 13166 / 80
Dark LordRoyal13258
SummonerQueen13461
Rage FighterTigris11163

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 WizardAvailable518 / 18 / 15 / 30
Dark KnightAvailable528 / 20 / 25 / 10
Fairy ElfAvailable522 / 25 / 20 / 15
SummonerAvailable521 / 21 / 18 / 23
Magic GladiatorLevel 150726 / 26 / 26 / 26
Dark LordLevel 150726 / 20 / 20 / 15 + 25 cmd
Rage FighterLevel 150732 / 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
ClassDWDKELFMGDLSUMRF
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 Wizard30675111
Dark Knight24476104
Fairy Elf27477108
Magic Gladiator43—78121
Dark Lord33—78111
Summoner37170108
Rage Fighter26—6995

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 Wizard602.02.0
Dark Knight200.51.0
Fairy Elf301.51.5
Magic Gladiator601.02.0
Dark Lord401.01.5
Summoner401.51.5
Rage Fighter401.01.3

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.

Skill items by class
Class Skill Item Monster level Where to farm X-Shop
Dark WizardTeleportScroll of Teleport15–21Noria: Forest Monster, Agon, Stone Golem; Lorencia: Giant, Skeleton; Devias: Worm—
Dark Wizard, Magic GladiatorEvil SpiritScroll of Evil Spirit48–54Lost Tower: Poison Shadow, Cursed Wizard; Devias: Ice Queen; Dungeon: Dark Knight—
Dark WizardSoul BarrierScroll of Soul Barrier75–81Tarkan (140+): Bloody Wolf, Iron Wheel; Aida (150+): Death Rider; Icarus (150+): Alquamos, Mega Crust—
Dark Wizard, Magic GladiatorInfernoScroll of Inferno86–92Vulcanus (300+, Gens): Zombie Fighter; Icarus (150+): Drakan, Alpha Crust; Kanturu 3 (180+): Blade Hunter—
Soul MasterIce StormScroll of Ice Storm91–97Swamp of Calmness (280+): Sapi-Unus, Sapi-Duo, Thunder Napin; Vulcanus (300+, Gens): Resurrected Gladiator; Crywolf (320+): Bow Scout, Hammer Scout, Lance Scout500 GP
Soul MasterDecayScroll of Decay94–100Swamp of Calmness (280+): Sapi-Unus, Sapi-Duo, Thunder Napin, Shadow Pawn, Shadow Knight; Aida (150+): Witch Queen, Hell Maine; Vulcanus (300+, Gens): Ash Slaughterer500 GP
Soul MasterNovaScroll of Nova98–104Swamp of Calmness (280+): Shadow Pawn, Shadow Knight, Sapi-Tres, Shadow Look; Karutan 1–2 (200+/220+): Venomous Chain Scorpion, Bone Scorpion; Vulcanus (300+, Gens): Ash Slaughterer—
Dark Knight, Magic GladiatorTwisting SlashOrb of Twisting Slash45–51Lost Tower: Shadow, Poison Shadow; Atlans: Vepar, Valkyrie; Dungeon: Poison Bull Fighter, Dark Knight—
Dark KnightSwell LifeOrb of Greater Fortitude58–64Lost Tower: Devil, Death Knight, Death Gorgon500 GP (as Orb of Swell Life)
Blade KnightDeath StabOrb of Death Stab70–76Atlans: Lizard King, Hydra; Tarkan (140+): Mutant, Bloody Wolf; Aida (150+): Death Tree, Forest Orc500 GP
Blade KnightRageful BlowOrb of Rageful Blow76–82Tarkan (140+): Bloody Wolf, Iron Wheel; Aida (150+): Death Rider; Kanturu 1 (160+): Splinter Wolf, Iron Rider—
Blade KnightStrike of DestructionCrystal of Destruction98–104Swamp of Calmness (280+): Shadow Pawn, Shadow Knight, Sapi-Tres, Shadow Look; Karutan 1–2 (200+/220+): Venomous Chain Scorpion, Bone Scorpion; Vulcanus (300+, Gens): Ash Slaughterer—
Fairy ElfHealHealing Orb6–12Lorencia: Bull Fighter, Hound, Elite Bull Fighter; Noria: Elite Goblin, Beetle Monster—
Fairy ElfGreater DefenseOrb of Greater Defense11–17Lorencia: Elite Bull Fighter, Lich, Giant; Noria: Hunter, Forest Monster, Agon; Elbeland: Polluted Butterfly—
Fairy ElfGreater DamageOrb of Greater Damage16–22Lorencia: Giant, Skeleton; Noria: Agon, Stone Golem; Devias: Worm, Ice Monster—
Fairy ElfPenetrationOrb of Penetration62–68Lost Tower: Death Knight, Death Gorgon, Balrog; Atlans: Great Bahamut, Silver Valkyrie—
Muse ElfIce ArrowOrb of Ice Arrow79–85Tarkan (140+): Iron Wheel, Tantalos, Beam Knight; Kanturu 1 (160+): Splinter Wolf, Iron Rider, Satyros; Aida (150+): Blue Golem500 GP
Muse ElfMulti ShotCrystal of Multi-Shot98–104Swamp of Calmness (280+): Shadow Pawn, Shadow Knight, Sapi-Tres, Shadow Look; Karutan 1–2 (200+/220+): Venomous Chain Scorpion, Bone Scorpion; Vulcanus (300+, Gens): Ash Slaughterer500 GP
Muse ElfRecoveryCrystal of Recovery98–104Swamp of Calmness (280+): Shadow Pawn, Shadow Knight, Sapi-Tres, Shadow Look; Karutan 1–2 (200+/220+): Venomous Chain Scorpion, Bone Scorpion; Vulcanus (300+, Gens): Ash Slaughterer—
Magic GladiatorFire SlashOrb of Fire Slash58–64Lost Tower: Devil, Death Knight, Death Gorgon500 GP
Magic GladiatorFlame StrikeCrystal of Flame Strike98–104Swamp of Calmness (280+): Shadow Pawn, Shadow Knight, Sapi-Tres, Shadow Look; Karutan 1–2 (200+/220+): Venomous Chain Scorpion, Bone Scorpion; Vulcanus (300+, Gens): Ash Slaughterer—
Magic GladiatorGigantic StormScroll of Gigantic Storm80+Any map: monsters of level 80 and above500 GP
Dark LordFire BurstScroll of FireBurst72–78Aida (150+): Death Tree, Forest Orc, Death Rider; Tarkan (140+): Mutant, Bloody Wolf; Icarus (150+): Alquamos, Mega Crust—
Dark LordIncrease Critical DamageScroll of Critical Damage80–86Tarkan (140+): Iron Wheel, Tantalos, Beam Knight; Kanturu 1 (160+): Splinter Wolf, Iron Rider, Satyros; Aida (150+): Blue Golem—
Dark LordElectric SpikeScroll of Electric Spark90–96Vulcanus (300+, Gens): Zombie Fighter, Resurrected Gladiator; Swamp of Calmness (280+): Sapi-Unus, Sapi-Duo; Aida (150+): Witch Queen—
Dark LordFire ScreamScroll of Fire Scream100–106Swamp of Calmness (280+): Shadow Knight, Sapi-Tres, Shadow Look, Ghost Napin; Karutan 1–2 (200+/220+): Bone Scorpion, Orcus; Vulcanus (300+, Gens): Ash Slaughterer500 GP
Dark LordChaotic DiseierScroll of Chaotic Diseier98–104Swamp of Calmness (280+): Shadow Pawn, Shadow Knight, Sapi-Tres, Shadow Look; Karutan 1–2 (200+/220+): Venomous Chain Scorpion, Bone Scorpion; Vulcanus (300+, Gens): Ash Slaughterer500 GP
SummonerDrain LifeDrain Life Parchment33–39Devias: Elite Yeti; Dungeon: Skeleton Archer, Hell Hound; Elbeland: Totem Golem—
SummonerSleepSleep Parchment38–44Dungeon: Hell Hound, Hell Spider, Thunder Lich; Atlans: Bahamut; Elbeland: Grizzly500 GP
SummonerChain LightningChain Lightning Parchment73–79Aida (150+): Forest Orc, Death Rider; Tarkan (140+): Bloody Wolf; Icarus (150+): Alquamos, Mega Crust—
SummonerDamage ReflectionDamage Reflection Parchment78–84Tarkan (140+): Iron Wheel, Tantalos, Beam Knight; Aida (150+): Death Rider, Blue Golem; Kanturu 1 (160+): Splinter Wolf, Iron Rider—
SummonerBerserkerBerserker Parchment81–87Tarkan (140+): Tantalos, Beam Knight; Aida (150+): Blue Golem; Kanturu 1 (160+): Iron Rider, Satyros—
SummonerLightning ShockLightning Shock Parchment91–97Swamp of Calmness (280+): Sapi-Unus, Sapi-Duo, Thunder Napin; Vulcanus (300+, Gens): Resurrected Gladiator; Crywolf (320+): Bow Scout, Hammer Scout, Lance Scout500 GP
Bloody SummonerWeaknessWeakness Parchment91–97Swamp of Calmness (280+): Sapi-Unus, Sapi-Duo, Thunder Napin; Vulcanus (300+, Gens): Resurrected Gladiator; Crywolf (320+): Bow Scout, Hammer Scout, Lance Scout—
Bloody SummonerInnovationInnovation Parchment109–115Vulcanus (300+, Gens): Cruel Blood Assassin, Ruthless Lava Giant; LaCleon (280+): Giant Mammoth; Karutan 1 (200+): Crypta—
Rage FighterIncrease BlockIncrease Block Parchment48–54Lost Tower: Poison Shadow, Cursed Wizard; Devias: Ice Queen; Dungeon: Dark Knight—
Rage FighterChain DriveChain Drive Parchment68–74Atlans: Silver Valkyrie, Lizard King, Hydra; Aida (150+): Death Tree, Forest Orc; Tarkan (140+): Mutant—
Rage FighterDragon RoarDragon Roar Parchment68–74Atlans: Silver Valkyrie, Lizard King, Hydra; Aida (150+): Death Tree, Forest Orc; Tarkan (140+): Mutant500 GP
Rage FighterIncrease HealthIncrease Health Parchment78–84Tarkan (140+): Iron Wheel, Tantalos, Beam Knight; Aida (150+): Death Rider, Blue Golem; Kanturu 1 (160+): Splinter Wolf, Iron Rider—
Rage FighterDark SideDark Side Parchment78–84Tarkan (140+): Iron Wheel, Tantalos, Beam Knight; Aida (150+): Death Rider, Blue Golem; Kanturu 1 (160+): Splinter Wolf, Iron Rider500 GP
Rage FighterDragon SlasherDragon Slasher Parchment88–94Vulcanus (300+, Gens): Zombie Fighter, Resurrected Gladiator; Kanturu 1 (160+): Blade Hunter, Kentauros; Aida (150+): Witch Queen—
Rage FighterIgnore DefenseIgnore Defense Parchment118–124Crywolf (320+): Werewolf, Scout(Hero); Karutan 1–2 (200+/220+): Narcondra; Kanturu 2 (170+): Persona, Dreadfear—
Early and rarely used skills
Class Skill Item Monster level Where to farm X-Shop
Dark Wizard, Magic Gladiator, SummonerFire BallScroll of Fire Ball3–9Noria: Goblin, Chain Scorpion, Elite Goblin; Lorencia: Budge Dragon, Bull Fighter, Hound; Elbeland: Strange Rabbit—
Dark Wizard, Magic Gladiator, SummonerPower WaveScroll of Power Wave7–13Noria: Elite Goblin, Beetle Monster, Hunter; Lorencia: Hound, Elite Bull Fighter; Elbeland: Polluted Butterfly—
Dark Wizard, Magic GladiatorLightningScroll of Lighting11–17Lorencia: Elite Bull Fighter, Lich, Giant; Noria: Hunter, Forest Monster, Agon; Elbeland: Polluted Butterfly—
Dark Wizard, Magic Gladiator, SummonerMeteoriteScroll of Meteorite19–25Devias: Worm, Ice Monster, Hommerd; Dungeon: Skeleton, Larva; Lorencia: Skeleton—
Dark Wizard, Magic Gladiator, SummonerIceScroll of Ice23–29Dungeon: Larva, Cyclops; Devias: Hommerd, Assassin; Elbeland: Werewolf—
Dark Wizard, Magic GladiatorPoisonScroll of Poison28–34Dungeon: Cyclops, Ghost, Skeleton Archer; Devias: Yeti; Elbeland: Cursed Lich—
Dark Wizard, Magic GladiatorFlameScroll of Flame33–39Devias: Elite Yeti; Dungeon: Skeleton Archer, Hell Hound; Elbeland: Totem Golem—
Dark Wizard, Magic GladiatorTwisterScroll of Twister38–44Dungeon: Hell Hound, Hell Spider, Thunder Lich; Atlans: Bahamut; Elbeland: Grizzly—
Dark Wizard, Magic GladiatorHellfireScroll of Hellfire58–64Lost Tower: Devil, Death Knight, Death Gorgon—
Dark Wizard, Magic GladiatorAqua BeamScroll of Aqua Beam72–78Aida (150+): Death Tree, Forest Orc, Death Rider; Tarkan (140+): Mutant, Bloody Wolf; Icarus (150+): Alquamos, Mega Crust—
Dark Wizard, Magic GladiatorCometfallScroll of Cometfall78–84Tarkan (140+): Iron Wheel, Tantalos, Beam Knight; Aida (150+): Death Rider, Blue Golem; Kanturu 1 (160+): Splinter Wolf, Iron Rider—
Soul MasterTeleport AllyScroll of Teleport Ally81–87Tarkan (140+): Tantalos, Beam Knight; Aida (150+): Blue Golem; Kanturu 1 (160+): Iron Rider, Satyros—
Dark Knight, Magic GladiatorImpaleOrb of Impale18–24Devias: Worm, Ice Monster, Hommerd; Lorencia: Skeleton; Elbeland: Hideous Rabbit, Werewolf—
Dark LordSummonScroll of Summon96–102Swamp of Calmness (280+): Sapi-Duo, Thunder Napin, Shadow Pawn, Shadow Knight, Sapi-Tres; Vulcanus (300+, Gens): Ash Slaughterer; Crywolf (320+): Bow Scout, Hammer Scout, Lance Scout—
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 ArrowCosts 20 mana and lasts a full hour per cast. The Fairy Elf can use it from level 1.
Ice ArrowFreezes the target on some hits, not on every one, for a few seconds.
SleepPuts 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 CircleHalf an hour per cast.
BlessFive minutes per cast.
Greater Defense, Damage, LifeOne minute base, extended by your energy.
Damage Immunity, physical and magicTen seconds.
Area skillsOne cast damages at most five targets, however many the animation shows.
Elf summonsTake stats from the elf who called them — damage from agility and energy, life from vitality, defence from her own.
CycloneNever knocks monsters back. Against players it knocks back only now and then, and the master-tree versions never do.
Innovation, WeaknessLast 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
0–191,000,00020,000,00010,000
20–393,000,00060,000,00020,000
40–596,000,000120,000,00030,000
60–7915,000,000300,000,00040,000
80–9950,000,0001,000,000,00050,000

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
1–51,000,000,00030× Jewel of Creation
6–101,000,000,00030× Jewel of Life
11–201,000,000,00030× 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
Ruud500
Goblin Points5,000

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
+1080%85%90%95%2,000,000111
+1175%80%85%90%4,000,000122
+1270%75%80%85%6,000,000133
+1360%65%70%75%8,000,000144
+1455%60%65%70%10,000,000155
+1550%55%60%65%12,000,000166

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.

All jewels #
Jewel What it does Chance If it fails Where to get it
Common jewels
Jewel of BlessRaises 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 SoulRaises 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 LifeAdds 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 ChaosGoes 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 CreationGoes 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 GuardianGoes 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 HarmonyPuts 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
GemstoneRefined 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 LevelRaises 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 SkillAdds the Skill option to an item that has a built-in skill.100%—Red Dragon, Great Golden Dragon, W Coin (P) shop
Jewel of LuckAdds the Luck option, on gear and on wings.100%—Red Dragon, Great Golden Dragon, Battle Pass, W Coin (P) shop
Jewel of AdditionalSets 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 ExcellentAdds 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 SocketOpens 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 1Makes 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 2Makes 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 LevelRaises 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 LevelRaises 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 RingAdds 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 PendantAdds 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 175%80%85%90%10,000
Wings, tier 265%70%75%80%5,000,000
Condor's Feather55%60%65%70%200,000
Wings, tier 350%55%60%65%200,000
Cape, from Monarch's CrestVIP makes no difference5,000,000
Horn of Fenrir30%35%40%45%10,000,000
Fenrir upgrade65%70%75%80%10,000,000
Dinorant100%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.

Tigris set #
Piece Level Defence Durability str agi
Tigris Helm111412556618
Tigris Armor111632557022
Tigris Pants111532556820
Tigris Boots111402556115
All four111197255——

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 weapon100%10,000An item at +4 with an option, plus Jewel of Chaos
380 option70%10,000,000An item at +4 with an option, Jewel of Guardian, Jewel of Harmony
Life Stone—5,000,0005 Bless, 5 Soul, 1 Guardian
Fruit100%3,000,000Jewel of Creation + Jewel of Chaos
Seed extraction80%1,000,000A socketed item
Seed Sphere assembly75 → 90%1,000,000Seed + Sphere + Chaos + Creation
Mount a Seed Sphere—1,000,000The item, the sphere, Chaos + Creation
SD potion, small35 → 50%100,0003 Large Healing Potions
SD potion, medium30%500,0003 Small Complex Potions
SD potion, large55 → 70%1,000,0003 Complex Potions
Dark Horse60 → 75%5,000,000Dark Lord's mount
Dark Raven—1,000,000Dark Lord's pet, from a Darkspirit Soul
Blood Castle ticket80%50,000 – 1,050,0008 tiers, price climbs with the tier
Devil Square ticket80%100,000 – 2,000,0008 tiers
Illusion Temple scroll80%3,000,000 – 13,000,0006 tiers
Bless / Soul potion—100,000 / 50,000Jewels turned into drinkable potions
Secromicon—1,000,000All six fragments — they drop inside Imperial Guardian; the book opens its Sunday run
Open a Sealed Box—0Golden 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.

What the 380 option adds #
Slot Earlier items Third-class items
WeaponPvP attack success rate +10, PvP damage +200+12, +220
Shield—PvP defence success rate +12, PvP defence +220
HelmPvP defence success rate +10, SD recovery rate +20%+12, +22%
ArmourPvP defence success rate +10, SD auto recovery+12, SD auto recovery
PantsPvP defence success rate +10, PvP defence +200+12, +220
GlovesPvP defence success rate +10, max HP +200+12, +220
BootsPvP defence success rate +10, max SD +700+12, +715

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
AppleRestores 3% of your maximum HP
Small Healing PotionRestores 5% of your maximum HP
Healing PotionRestores 8% of your maximum HP
Large Healing PotionRestores 12% of your maximum HP
Elite Healing PotionRestores 20% of your maximum HP
Small Mana PotionRestores 10% of your maximum mana
Mana PotionRestores 20% of your maximum mana
Large Mana PotionRestores 30% of your maximum mana
Elite Mana PotionRestores 50% of your maximum mana
Small SD PotionRestores 5% of your maximum SD
SD PotionRestores 10% of your maximum SD
Large SD PotionRestores 15% of your maximum SD
Elite SD PotionRestores 25% of your maximum SD
Small Complex PotionRestores 5% HP and 2% SD at once
Complex PotionRestores 10% HP and 5% SD at once
Large Complex PotionRestores 15% HP and 8% SD at once
AntidoteClears 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
ZenEveryday moneyMonsters; spent on resets, crafting, the market
Next CoinPremium currencyBought on the site — the only source
WCoin (P)Secondary premium300 per grand reset
Goblin PointsGoblin shop35 for every event stage cleared; 5,000 per grand reset; 900–1,200 across the story quests
RuudTop-gear currencyBosses and invasions, 500 per grand reset; spent in the Ruud shop
Guild pointsGuild progressionBosses and large events
JewelsThe real hard currencyDrops 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, Noria6,6007,2008,0009,000
50 · Atlans, Tarkan16,50018,00020,00022,500
80 · Icarus, Aida26,40028,80032,00036,000
110 · Kanturu, Karutan36,30039,60044,00049,500
14748,51052,92058,80066,150
17557,75063,00070,00078,750

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 Chaos0.04%Monsters level 12+
Jewel of Bless, Jewel of Soul0.04%Monsters level 25+
Jewel of Life, Jewel of Creation0.05%Monsters level 46+
Jewel of Guardian0.05%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, Nature0.10%LaCleon 1 — Ice Walker, Giant Mammoth, Coolutin, Iron Knight
Flawless, Elite0.05%LaCleon 1 — Dark Mammoth, Dark Giant, Dark Coolutin, Dark Iron Knight
Event entry parts — the top tiers
Part Opens Chance Where
Scroll of Archangel +8, Blood Bone +8Blood Castle 80.10%Swamp of Calmness — Shadow Knight, Sapi-Tres, Shadow Look, Blaze Napin
Vulcanus — Cruel Blood Assassin, Ruthless Lava Giant
Devil's Eye +7, Devil's Key +7Devil Square 70.10%
Old Scroll +6, Illusion Sorcerer Covenant +6Illusion Temple 60.10%
Materials — where to farm them
Item Chance Where
Loch's Feather0.01%Icarus only
Monarch's Crest0.01%Tarkan only
Moonstone Pendant0.50%Kanturu 2
Gemstone0.05%Kanturu 1, 2 and 3
Sign of the Lord0.50%Monsters level 25+
Event boxes — open them for a piece of gear
Box Chance From monsters of level
Heart of Love0.50%12–66
Silver Medal0.50%12–49
Gold Medal0.50%50–66
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.

What each colour buys #
Branches You get Odds
50 whiteone jewel bundle — Bless, Soul, Life, Creation, Guardian, Harmony, Chaos or Gemstone12.5% each
125 redan excellent ring — Ice, Poison, Fire, Earth, Wind or Magic — at +0…+3, with an additional option and two excellent options16.7% each
255 golda Divine weapon of the Archangel — sword, scepter, crossbow, staff or stick — at +0…+6, with Skill, Luck, an additional option and one excellent option20% 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
CurrencyZen, Next Coin, WCoin (P), Goblin Points, Ruud — all five open
JewelsBless, Soul, Chaos, Life
Commission10%, flat
Zen ceiling on one sale20,000,000,000

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
Bronze300 Next Coin15 Next Coin
Silver400 Next Coin—
Gold500 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.

What each tier gives
Benefit No VIP Bronze Silver Gold
Experience — hunting, quests, offline farming, auto-resetbase+10%+15%+20%
Item drop chance35%40%50%60%
Zen drop chance45%55%65%75%
Zen multiplier×330×360×400×450
Offline farm duration8 h12 h18 h24 h
Picks up items while offlineNoYesYesYes
/pick auto-pickup while onlineNoYesYesYes
Event entries per day — see table3–44–54–54–5
Warehouses2345
Second class unlocked atLevel 150FreeFreeFree
Jewel of Soul, +7…+975%80%85%90%
Jewel of Life, additional option55%60%65%70%
Upgrading +10…+15 — success chancebase+5%+10%+15%
Wings, Fenrir, seed spheres, pets — success chancebase+5%+10%+15%
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:

Experience per level #
LevelsEach level costs
1–4500
5–9800
10–141,200
15–191,500
20–291,800
30–392,200
40–442,600
45–493,000

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:

Marker levels #
Level Free Pass Premium Pass
15Loch's FeatherLoch's Feather
16Crest of MonarchCrest of Monarch
30Jewel of LuckCondor Feather
35Bundle of Jewel of Bless3× Jewel of Excellent
402× Jewel of Excellent8× Jewel of Harmony
45Higher Refining Stone Bundle5× Talisman of Chaos Assembly
50Condor FeatherBroken Horn

Six levels pay a buff instead of an item, and the buff holds until the season ends:

Season buffs #
LevelFree PassPremium Pass
20+2% zen drop+3% zen drop
25—+3% experience
29+2% experience—
34—+3% damage
42—+5% excellent damage

Missions

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.

Challenges #
Challenge Requires Entry Deadline Pays
Tarkan Sweep · Icarus Ascent · Aida Vigil—freeto Monday2.5M zen, 350 pass exp
Monster Hunter · Master of Coinlevel 200free7 days3M zen, 400 pass exp
Event Marathonlevel 300free7 days3M zen, 400 pass exp
Temple Runlevel 350, 1 reset1M zen7 days4M zen, 500 pass exp
Grand Campaignlevel 400, 2 resets200 Ruud14 days12M zen, 400 pass exp

Weekly milestones

A bar above the mission list counts how many missions you finish in the week. Unclaimed milestones burn on Monday with everything else.

Missions per week #
MissionsReward
5500 pass experience
101,200 pass experience
353,000 pass experience + 10× Jewel of Bless
406,000 pass experience + 20× Jewel of Creation

Season ranking

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 Decrease1,250 Ruud6,250 Ruud
Excellent weapon+9, Luck, Excellent Damage Rate2,000 Ruud—
Talisman of WingsSatan, Heaven, Elf or Curse — decides which pair a tier 1 wing mix makes300 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.

Story chapters #
Chapter Opens at level Steps Zen, whole chapter Goblin Points, whole chapter Mostly pays
The Beginning1100.4–0.7 million—Silver Medal, Heart of Love, Jewel of Chaos
Lorencia Patrol1510012.6–14.9 million70Healing Potion, Small Mana Potion, Gold Medal, Jewel of Soul, Jewel of Bless
Dungeon Descent2510017.0–20.0 million100SD Potion, Small SD Potion, Box of Kundun +1, Gold Medal, Heart of Love
Devias Coldfront3510025.6–27.2 million95–115Elite Mana Potion, Elite Healing Potion, Jewel of Life, Jewel of Guardian
Lost Tower Ascent4510027.1–28.3 million134–184Small SD Potion, Jewel of Bless, Jewel of Soul, Box of Kundun +2, Jewel of Chaos
Atlans Tide5510031.7–33.5 million113–157SD Potion, Small SD Potion, Jewel of Life, Heart of Love, Box of Kundun +1
Tarkan Hunt6510032.3–35.2 million97–133Large Complex Potion, Complex Potion, Jewel of Harmony, Jewel of Guardian, Box of Kundun +2
Icarus Wings7510036.6–40.5 million100–141Cherry Blossom Play-Box, Jewel of Harmony, Jewel of Guardian, White Cherry Blossom Branch
Aida Pressure8510036.2–37.4 million104–144Elite SD Potion, Jewel of Soul, Jewel of Bless, Jewel of Life, Gold Medal
Veteran Trials9510038.2–39.4 million111–159Jewel 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.

Daily schedule
Event Starts Runs for
Blood CastleEvery even hour — 00:00, 02:00 … 22:0015 min
Chaos CastleEvery odd hour at :15 — 01:15, 03:15 … 23:1510 min
Devil SquareEvery two hours at :30 — 00:30, 02:30 …20 min
Illusion Temple01:30, 05:30, 09:30, 13:30, 17:30, 21:3015 min
Moss Merchant02:00, 08:00, 14:00, 20:00120 min
KanturuSix-hour cycle, counted from server start5 min gate + 37 min battle
Imperial GuardianAny time. Monday to Saturday by Gaion’s Order, Sunday by the Complete Secromicon3–4 / day, by VIP
Double Goer (Doppelganger)Any time3–4 / day, by VIP
InvasionsNine kinds, each four times a day on its own six-hour cycle; Kundun and Medusa on the hour100 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.

Entries per day by tier #
Event No VIP Any VIP tier
Blood Castle45
Chaos Castle45
Devil Square45
Illusion Temple34
Double Goer34
Imperial Guardian34

Who can enter

Entry range by event stage
Stage Blood Castle level Blood Castle MG · DL · RF Devil Square level Devil Square MG · DL · RF Chaos Castle level Chaos Castle MG · DL · RF Illusion Temple level, all classes
10–8010–6015–13015–11015–4915–29220–270
281–13061–110131–180111–16050–11930–99271–320
3131–180111–160181–230161–210120–179100–159321–350
4181–230161–210231–280211–260180–239160–219351–380
5231–280211–260281–330261–310240–299220–279381–400
6281–330261–310331–400311–400300–400280–4003rd class
7331–400311–4003rd classNoneNoneNone
83rd classNoneNoneNoneNoneNone

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.
Timetable, in server time #
Invasion Starts Where
Kundun05:00 · 11:00 · 17:00 · 23:00Kalima 7
Fire Flame Ghost05:50 · 11:50 · 17:50 · 23:50Noria
Pouch of Blessing00:20 · 06:20 · 12:20 · 18:20Lorencia
Medusa01:00 · 07:00 · 13:00 · 19:00Swamp of Calmness
Red Dragon01:50 · 07:50 · 13:50 · 19:50Lorencia, Devias and Noria
Golden invasion02:20 · 08:20 · 14:20 · 20:2014 maps — see the table below
Skeleton King02:50 · 08:50 · 14:50 · 20:50Lorencia and Noria
Rabbits03:20 · 09:20 · 15:20 · 21:20Devias
White Wizard04:20 · 10:20 · 16:20 · 22:20Lorencia, Devias and Noria
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.
What spawns, and what it drops #
Invasion What spawns What it drops
Skeleton King2 Death Kings and 10 Death Bones in each of the two towns — 4 kings a runEvery 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 Dragon2 dragons in each of the three towns — 6 a runEvery dragon: 1 custom jewel — Level, Skill, Luck, Additional, Excellent, Socket, or one of the four ring and pendant jewels
Golden invasion72 golden monsters across 12 maps, from Lorencia to LaCleonBox of Kundun +1…+5, by monster — see the two tables below
White Wizard2 wizards with 10 ogre soldiers and 10 ogre archers in each of the three towns — 6 wizards a runEvery 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 Blessing30 pouches in LorenciaEvery pouch: 3 jewels, each one of Bless, Soul, Life, Creation or Chaos
Rabbits30 Lunar Rabbits in DeviasEvery rabbit: 3 jewels from the same five
Fire Flame Ghost30 ghosts in NoriaEvery ghost: 3 jewels from the same five
Medusa1 boss, level 175, 320,000,000 health5 items — jewel bundles of 10 and 20, excellent weapons and staffs, gear at +0…+3 with Skill, and the Tigris set
Kundun1 boss, level 147, 320,000,000 health. Kalima 7 needs a Symbol of Kundun to enter7 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.

Golden monsters, map by map #
Monster Map Per run Drops
Golden Budge DragonLorencia5Box of Kundun +1
Golden GoblinNoria5Box of Kundun +1
Golden RabbitElbeland5Box of Kundun +1
Golden TitanDevias5Box of Kundun +2
Golden SoldierDevias5Box of Kundun +2
Golden DerkonLorencia, Devias, Noria, Elbeland3 in each3 × Box of Kundun +3
Golden VeparAtlans5Box of Kundun +3
Golden Lizard KingAtlans3Box of Kundun +4
Golden WheelTarkan5Box of Kundun +4
Golden TantalosTarkan3Box of Kundun +5
Golden Stone GolemAida33 × Box of Kundun +5
Golden CrustIcarus33 × Box of Kundun +5
Golden SatyrosKanturu 133 × Box of Kundun +5
Golden Twin TailKanturu 233 × Box of Kundun +5
Golden NapinSwamp of Calmness33 × Box of Kundun +5
Golden Iron KnightLaCleon35 × Box of Kundun +5
Great Golden DragonKanturu 1 or LaCleon1Three 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:

Golden Archer rewards #
Tier Reward What is inside
1Box of Kundun +1the lowest Kundun box
2Box of Kundun +2one step up
3Lilac Candy Boxa single excellent item or a jewel
4Orange Candy Box
5Navy Candy Box

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.

Ticket events #
Event Ruud Guild points
Imperial Guardian10–3030
Double Goer10–300

Gremory Case

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.
  • Box contents — the class Zen Set boxes deliver their whole set here.
  • 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
Erohim128178,000,000Land of Trials12 h20–50
Kundun147320,000,000Kalima 74× daily, invasion20–50
Selupan145241,000,000LaCleon 2LaCleon, every 6 h20–50
Medusa175320,000,000Swamp of Calmness4× daily, invasion20–50
Nightmare135241,000,000Kanturu 3Kanturu, every 6 h20–50
Great Golden Dragon14230,000,000Invasion4× daily10–25
Death King30269,000Invasion4× daily20–50
Red Dragon475,000,000Invasion4× daily20–50
White Wizard871,010,000Invasion4× daily20–50

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.

Boss loot #
Boss Items per kill What comes out
Kundun7Bundles of 10 jewels — Bless, Soul, Chaos, Creation, Life — and ancient gear, drawn from a list of 157 pieces
Selupan5Excellent 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
Medusa5Jewel 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
Nightmare5Top 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
Erohim5Everything the socket system runs on: Seed Spheres of all six elements, Sphere (Elite), Sphere (Flawless), and a Jewel of Socket
Maya's hands5 eachGemstone — two hands, so ten per Kanturu run
Illusion Kundun by Kalima level
Kalima 1 2 3 4 5 6 7
Ruud3–54–65–86–108–1212–1520–50
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
020—None—
12010 billion100 of each+1%
22520 billion200 of each+2.5%
33020 billion300 of each+3.5%
43520 billion400 of each+4%
54020 billion500 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:

  • Farm — +10% experience, +5% drop, +5% zen.
  • Attack — +5% damage, +5% critical chance, +5% excellent chance.
  • Defence — −5% damage taken, +5% defence, +5% block chance.

Weekly missions

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.

The siege week #
WhenWhat happens
Monday 00:00Registration opens — guilds sign up at the Guardsman
Tuesday 21:00Registration closes
Wednesday 21:00Signs of the Lord are accepted
Thursday 21:00Signs are no longer accepted
Friday 09:00The attacking list is settled and published
Friday 16:00The owner's preparation window — repairs and taxes
Sunday 17:00The siege — one hour
Sunday 18:00The owner is announced
Monday 00:00The 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 official helper panel open in game, with hunting and auto-offline settings
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:

  1. Tick Pick Selected Items, then tick Add Extra Item.
  2. Type an item name in the box and press Add — it appears in the list below.
  3. 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 LuckHeart 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 Kunduneach 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, Elbeland102,000
Elbeland 2–3204,000
Devias 1–4202,000–3,500
Dungeon 1–330–503,000–4,000
Lost Tower 1–7 — PvE50–705,000–8,000
Atlans 1–370–904,000–5,000
Arena — VIP only, PvE100200,000
Loren Deep100100,000
Tarkan 1–214060,000–65,000
Aida 1–215070,000–75,000
Icarus15080,000
Kanturu 1–3160–18090,000–150,000
Karutan 1–2200–220130,000–140,000
Kanturu Remain250120,000
LaCleon280150,000
Swamp of Calmness280150,000
Vulcanus — Gens members only300150,000
Crywolf320270,000
Barracks350280,000

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 PvPEnabled
PvE maps — no PvP at allLost Tower (all floors), Arena
Items dropped on deathNone — you keep your gear
PK penalty per kill3 hours
Self-defence window30 seconds
Events closed to PK charactersBlood Castle, Chaos Castle, Devil Square
Duel score limit10
Damage in duels100% — the same as anywhere else
Shield damage reduction in PvP35%

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
CCharacter
V or IInventory
KExpanded inventory
JJewel bank — jewels kept out of the way of everything else, see bundles
AMaster skill tree
TQuests
PParty
GGuild
FFriends
BGens
MTravel window — the same destinations as /move
HEvent list with its timers
DCommands, with syntax and price for each
XNext Coin Shop
Z or HomeHelper
UMain menu
TabMap — hold Ctrl and left-click a spot, and your character runs there
F8Ranking boards
Q W EPotions

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 ResetThe ladder past the reset cap — cost, requirements and what each grand pays, see grand resets
Battle PassThe season track, your level in it and the reward on every step — see Battle Pass
Item MarketSelling to other players without standing in a shop, see selling items
Gremory CaseRewards waiting to be claimed, split into character and account, each with a countdown before it expires, see Gremory Case
RankingThe boards, the title your reset count earns, and the time to the next payout
PK HistoryYour kills, your deaths, and the server-wide list
EventsWhat is running now and what is next, see event schedule
CommandsEvery command open to players, see commands
Party searchAdvertise a party or find one, filtered by level, reset, guild and class
Quick add statsPour points into one stat, or set the split once and have it applied on every level
Next Coin ShopThe premium storefront
Buy VIPThe tiers and what each one gives, see VIP tiers
Guest AccessLending your account without lending your password — below
OptionsGraphics, 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
/resetReset the character — price follows the ladder above (1M–50M by reset count)
/readdRedistribute stat points
/remasterRedistribute 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
/pkClear PK status — 50,000,000 zen
Farming & items
Command What it does
/offattackStart 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)
/offstoreKeep 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
/openwareOpen the warehouse, safe zone only
/lock, /unlock <password>Lock items against being moved
/clearinvClear the inventory
World & social
Command What it does
/move <map>Travel, see maps & travel
/post <text>Speak in global chat — 100 zen per message
/top <type>Show a ranking board
/questOpen the quest window
/re <on|off|auto>Accept or refuse incoming requests
/participarJoin the event that is currently open
/gardenEnter the guild garden
/war, /soccer <guild>Challenge a guild
/marry, /accept, /divorce, /loveMarriage, and teleport to your spouse

Questions

Can I buy my way to the top?

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.