- Joined
- Jan 13, 2026
- Messages
- 9
- Reaction score
- 1
About Us -
Join our community
https://discord.gg/Kbm6SXhVOur Mission
Our journey began with a shared nostalgia for MU Online, the game that defined our childhood. We set out to rebuild and refine it - enhancing everything we loved while addressing the aspects that held it back.
At the heart of our mission is fairness and equal opportunity.
Every player, regardless of donations or playtime, deserves the chance to grow, compete, and enjoy the game on equal footing.
We believe that every minute spent online should feel rewarding, because our true focus is not on the files, the systems, or the server - it’s on the players themselves.
Who This Project Is For
We’ve designed this Project for three types of players:- Nostalgic players, who cherish the classic MU experience.
- Competitive gamers, who thrive in balanced, skill-based PvP and dynamic events.
- Casual players offering fun, fair, and creative events where everyone starts equal - same gear, same stats, and only skill matters. (Royale System)
Our goal is to build a community that is respectful, kind, and welcoming to all, where good manners come naturally and toxic behavior finds no home.
We don’t enforce how people should act - we inspire it through a positive and inclusive environment.
Our Values
We want every player’s time with us to feel enjoyable, meaningful, and respected.
To achieve that, our work is guided by three core principles:
1. Freedom and Respect
Players are free to play their own way, and we honor their choice to be part of our project.2. Fair Play and Integrity
Donations are a convenience, not an advantage.We will never introduce VIP tiers or X-Shop systems that compromise fairness.
3. Player-Centric Design
Every decision is made with the player experience in mind - from balance adjustments to event creation.We constantly monitor the game’s balance to ensure:
- New players feel relevant
- Veterans remain challenged
- Skill always prevails over spending
What Makes Us Different
Our server embodies a true Play-to-Win philosophy - not Pay-to-Win.
Donations will never be an absolute advantage, and there will be no EXP boosts, VIP perks, or shop items.
We devote our time and effort to the people, not the pixels, because our community is what gives this game life.
Whether you join early or late, play casually or competitively, your progress and enjoyment will always depend on your own dedication and skill.
We’re not just recreating a game - we’re building a community-driven experience, where nostalgia meets fairness, competition meets respect, and every player truly matters.
Vision
Within the next 1–3 years, our goal is to cultivate a welcoming, vibrant community where players can genuinely enjoy every moment they spend online.
Whether it’s dueling, chatting, joining daily events, or hunting together, we want every interaction to feel rewarding, friendly, and fun.
This project will never become a “milk cow” driven by profit - it will remain a passion project built around joy, fairness, and genuine connection.
We’re creating a space where even we, as admins, love to log in, play, and share experiences alongside our community.
We envision a world where warm friendships and healthy competitiveness coexist - where players uplift one another, challenge each other with respect, and celebrate shared progress.
Toxic behavior has no place here; instead, collaboration and good sportsmanship define the spirit of our server.
Our long-term dream is to preserve the soul of classic MU gameplay while introducing modern, player-focused innovations that add depth and value without compromising fairness.
We want every player - whether returning veteran or curious newcomer - to feel that their time here truly matters, and that this world was built by players, for players.
SERVER INFO
Season: 6 Episode 3
Server Name: Royale of Legends
Type: Play2Win
Style: Progressive / Competitive / Long term
Economy: Player driven
Monetization: Battle Pass and Item Workshop only
Shops: No web shop, no cash shop, no VIP
EXPERIENCE SYSTEM
Dynamic EXP: 3x–10x
Lower resets give higher EXP
Higher resets give lower EXP
Monster count scales with progression
Low maps: around 4 monsters per spot
High maps: 7–8 monsters per spot
Blood Castle stages 1–5 scale progressively
Devil Square stages 1–4 scale progressively
Higher event stages contain more monsters
GAMEPLAY PROGRESSION
Reset limit per phase: 5 resets
When a new phase unlocks, new resets EXP are dynamically reduced.
EXP returns to normal once the top 20 players reach the previous phase reset cap
MASTER SYSTEM
Master EXP: 1x–5x dynamic
EXP increases with master level progression
Final master levels have very low EXP and are challenge based
Maximum master level: 250
DROPS AND EVENTS
Global drop rate: 30%
Balanced difficulty
Custom rewards and additions
PARTY EXPERIENCE
EXP applies regardless of class or race
Solo: 100%
2 players: 102%
3 players: 105%
4 players: 108%
5 players: 112%
Maximum party level gap: 120 levels
GUILD AND ALLIANCE
Guild size limit: 25 players
Guild creation level: 150
Alliance limit: 2 guilds
BUFFS AND LIMITATIONS
Elf soldier buff available up to level 400 and 3 resets
Connection limit: 1 account per IP or HWID
CHARACTER AND SYSTEM RULES
DL, MG and RF creation level: 1
Reconnect system fully working
Helper available from level 1
OFF-ATTACK SYSTEM
Enabled for everyone
Duration: 24 hours
Auto-pick disabled
Zen and jewels auto-pick available through free custom pet
Season: 6 Episode 3
Server Name: Royale of Legends
Type: Play2Win
Style: Progressive / Competitive / Long term
Economy: Player driven
Monetization: Battle Pass and Item Workshop only
Shops: No web shop, no cash shop, no VIP
EXPERIENCE SYSTEM
Dynamic EXP: 3x–10x
Lower resets give higher EXP
Higher resets give lower EXP
Monster count scales with progression
Low maps: around 4 monsters per spot
High maps: 7–8 monsters per spot
Blood Castle stages 1–5 scale progressively
Devil Square stages 1–4 scale progressively
Higher event stages contain more monsters
GAMEPLAY PROGRESSION
Reset limit per phase: 5 resets
When a new phase unlocks, new resets EXP are dynamically reduced.
EXP returns to normal once the top 20 players reach the previous phase reset cap
MASTER SYSTEM
Master EXP: 1x–5x dynamic
EXP increases with master level progression
Final master levels have very low EXP and are challenge based
Maximum master level: 250
DROPS AND EVENTS
Global drop rate: 30%
Balanced difficulty
Custom rewards and additions
PARTY EXPERIENCE
EXP applies regardless of class or race
Solo: 100%
2 players: 102%
3 players: 105%
4 players: 108%
5 players: 112%
Maximum party level gap: 120 levels
GUILD AND ALLIANCE
Guild size limit: 25 players
Guild creation level: 150
Alliance limit: 2 guilds
BUFFS AND LIMITATIONS
Elf soldier buff available up to level 400 and 3 resets
Connection limit: 1 account per IP or HWID
CHARACTER AND SYSTEM RULES
DL, MG and RF creation level: 1
Reconnect system fully working
Helper available from level 1
OFF-ATTACK SYSTEM
Enabled for everyone
Duration: 24 hours
Auto-pick disabled
Zen and jewels auto-pick available through free custom pet
OVERVIEW
Royale of Legends offers a unique experience with build-based gameplay, engaging PvM, and balanced PvP for all classes. The server is designed to satisfy every type of player: passive, farmer, PvP lover, AFK player, and competitive players alike.
MAIN SERVER
This is the main server and will NEVER wipe or restart. It will remain online until the ROL project is closed. Our plan is to make Sprints for fresh starts and all characters will be transferred to ROL at the end of each Sprint.
Balance is focused on each PHASE content (5R each phase). Character balance and certain gameplay elements are designed specifically for this kind of progression.
CLASS & BALANCE CHANGES
Energy Elves are usefull but not mandatory. There is no need to create EE characters — but since we have a strict 1x IP/HWID, whoever wants to play Energy Elf will bring value to the table.
RESET & PROGRESSION SYSTEM
Points after reset are burned (free rebuild on every reset).
1st Phase Maximum: 5 resets + 25 master level.
Extra resets and ml (+5 / +25) unlocked through the introduction of the next phases.
SM, BK, ELF, SUMM: 300 points per reset.
DL, MG, RF: 350 points per reset.
DYNAMIC EXPERIENCE
After the realease of each new phase, exp will be reduced and then released gradually as late commers catch up to previous phase maximum reset.
0–1 RR: 100% EXP
1–2 RR: 85% EXP
2–3 RR: 73% EXP
3–4 RR: 63% EXP
4–5 RR: 50% EXP
Master Level can be trained on any mob over level 105.
RESET COSTS
0–1 RR: 1.000.000 ZEN
1–2 RR: 2.000.000 ZEN
2–3 RR: 3.000.000 ZEN
3–4 RR: 4.000.000 ZEN
4–5 RR: 5.000.000 ZEN
Each phase will add a 5.000.000 zen markup for reset cost.
MAP & PVP SYSTEM (NEW)
Balanced Map System ensures all map tiers (low, mid, high, very high) support all playstyles.
NON-PVP Maps (KS only):
Kalima1, Kalima2, Aida, Crywolf, Karutan2, Kalima7
• 100% EXP
• 50% drop
Hunting Maps (NEW):
Atlans, Tarkan, Karutan1, Relics, Vulcanus
• +100% EXP compared to other maps
• No PK during Hunts (killing another player will not get you red)
• Special drops
• Custom map requirements and custom quests.
• Cant start Helper on the map.
• No spots
All other maps are regular PVP:
• Free KS (no ban)
• Free PK (no ban)
• PK clear is OFF (20–60 minutes wait or mob kills required)
SWAMP MAP
Swamp is a level 380+ map designed for Master Level and Flame farming.
Mobs are boosted beyond default levels to provide the best ML EXP.
Entry requires at least 15 resets.
IMPORTANT NOTE
There is NO ARENA. We dont support leveling in the same spot for months.
Royale of Legends offers a unique experience with build-based gameplay, engaging PvM, and balanced PvP for all classes. The server is designed to satisfy every type of player: passive, farmer, PvP lover, AFK player, and competitive players alike.
MAIN SERVER
This is the main server and will NEVER wipe or restart. It will remain online until the ROL project is closed. Our plan is to make Sprints for fresh starts and all characters will be transferred to ROL at the end of each Sprint.
Balance is focused on each PHASE content (5R each phase). Character balance and certain gameplay elements are designed specifically for this kind of progression.
CLASS & BALANCE CHANGES
Energy Elves are usefull but not mandatory. There is no need to create EE characters — but since we have a strict 1x IP/HWID, whoever wants to play Energy Elf will bring value to the table.
RESET & PROGRESSION SYSTEM
Points after reset are burned (free rebuild on every reset).
1st Phase Maximum: 5 resets + 25 master level.
Extra resets and ml (+5 / +25) unlocked through the introduction of the next phases.
SM, BK, ELF, SUMM: 300 points per reset.
DL, MG, RF: 350 points per reset.
DYNAMIC EXPERIENCE
After the realease of each new phase, exp will be reduced and then released gradually as late commers catch up to previous phase maximum reset.
0–1 RR: 100% EXP
1–2 RR: 85% EXP
2–3 RR: 73% EXP
3–4 RR: 63% EXP
4–5 RR: 50% EXP
Master Level can be trained on any mob over level 105.
RESET COSTS
0–1 RR: 1.000.000 ZEN
1–2 RR: 2.000.000 ZEN
2–3 RR: 3.000.000 ZEN
3–4 RR: 4.000.000 ZEN
4–5 RR: 5.000.000 ZEN
Each phase will add a 5.000.000 zen markup for reset cost.
MAP & PVP SYSTEM (NEW)
Balanced Map System ensures all map tiers (low, mid, high, very high) support all playstyles.
NON-PVP Maps (KS only):
Kalima1, Kalima2, Aida, Crywolf, Karutan2, Kalima7
• 100% EXP
• 50% drop
Hunting Maps (NEW):
Atlans, Tarkan, Karutan1, Relics, Vulcanus
• +100% EXP compared to other maps
• No PK during Hunts (killing another player will not get you red)
• Special drops
• Custom map requirements and custom quests.
• Cant start Helper on the map.
• No spots
All other maps are regular PVP:
• Free KS (no ban)
• Free PK (no ban)
• PK clear is OFF (20–60 minutes wait or mob kills required)
SWAMP MAP
Swamp is a level 380+ map designed for Master Level and Flame farming.
Mobs are boosted beyond default levels to provide the best ML EXP.
Entry requires at least 15 resets.
IMPORTANT NOTE
There is NO ARENA. We dont support leveling in the same spot for months.
OVERVIEW & DESIGN PHILOSOPHY
Our Drop, PvM, and Economy systems are designed to reward active gameplay while still allowing AFK and casual players to progress at a reasonable pace.
Jewel drops are structured around progression needs. Early-stage maps and monsters have reduced chances for jewels that are not required at that point, while high-level and end-game maps feature increased chances for essential jewels and reduced chances for those better suited to early progression. This design limits alt farming and helps maintain a stable economy.
On Royale of Legends, Zen plays a major role in sustaining the economic balance.
Important note: Since the entire economy has been redesigned and it is impossible to fully simulate real player activity (as increased monster kills directly affect drop output), we reserve the right to modify any economic values during live gameplay to preserve a healthy environment.
ITEM PROGRESSION PATH
NPC Shop Equipment.
Items obtained from Hearts, Silver Medals, and Gold Medals.
Upgraded non-excelent items from monsters, Special Boxes.
Mid to high-tier Ancient items and high-tier non-Excellent items with harmony options.
Low/Mid-Tier Excellent items. (Box of Kundun, Monsters - released drop when Golden Invasion is released)
Excelent: High-Tier, 380 level sets / Socket Sets
Each progression option comes with its own advantages and drawbacks depending on class and objectives (PvP, PvM, Hunting, Castle Siege). Option probabilities vary by source and are outlined below.
ITEM OPTION PROBABILITIES
Excellent Items (monster drops):
Item Level: always 0.
Luck chance: 60%.
Additional damage: 0 to 4.
Excellent Options: guaranteed 1 option.
Ancient Items (from monsters or events):
Item Level: always 0.
Luck chance: 10%.
Additional damage: 0 to 8.
Ancient Options: 80% chance for +5 stamina, 20% chance for +10 stamina.
Normal Items (monster drops):
Item Level: between 1 and 4.
Luck chance: 80%.
Additional damage: 0 to 8.
BOX OF KUNDUN DROP RULES
Box of Kundun Items:
Item Level: always 0.
Luck chance: 35% to 60% depending on box tier (lower-level boxes have higher luck chance).
Additional damage: 0 to 8.
Excellent Options: 15% to 40% chance to receive 2 options based on box tier (higher boxes increase the chance).
Note: All Box of Kundun tiers have a fixed 2% chance to drop items with 3 excellent options.
HEARTS & MEDALS ITEM RULES
Hearts and Medals:
Luck chance: 30% for all items.
Additional damage: 0 to 8 (higher values have lower probability).
Hearts: Item level between 6 and 8 for sets, 7 to 9 for weapons and shields.
Silver Medals: Item level between 6 and 8 for sets, 6 to 8 for weapons and shields.
Gold Medals: Item level between 5 and 7 for sets, 5 to 8 for weapons and shields.
EVENT EXCLUSIVE ITEMS
Weapons from Nightmare and Dark Elf:
Item Level: always 0.
Luck chance: 25%.
Additional damage: 0 to 8.
Excellent Options: 75% chance for 1 option, 25% chance for 2 options.
Excellent Set Items from Bosses:
Item Level: always 0.
Luck chance: 50%.
Additional damage: 0 to 8.
Excellent Options: guaranteed 2 options.
RINGS & PENDANTS DROP RULES
Rings and Pendants from Stars and Old Boxes:
Item Level: 0 to 4.
Additional stats: 0% to 3%.
Exception 1: Ring of Magic may drop with Mana bonus between 10% and 30%.
Exception 2: Pendant of Ability may drop with AG bonus between 10% and 30%.
Excellent Options: 85% chance for 1 option, 15% chance for 2 options.
CHAOS MACHINE & WINGS
Chaos Machine Mixes:
Chaos Weapon (used for Wings Level 1):
Item Level: always 0.
Luck chance: 20%.
Additional damage: 12% chance to receive +4.
Wings Level 1:
Item Level: always 0.
Luck chance: 15%.
Additional damage: none.
Wings Level 2:
Item Level: always 0.
Luck chance: 20%.
Additional damage: 0 to 4.
Excellent Options: 85% chance for none, 12% chance for 1, 3% chance for 2.
Wings Level 3:
Item Level: always 0.
Luck chance: 30%.
Additional damage: 0 to 8.
Excellent Options: 75% chance for none, 20% chance for 1, 5% chance for 2.
JEWELS & ECONOMY DROPS
High Tier Drops:
Jewel of Bless: drops from monsters level 18+ on all maps, higher chance on low-level maps and reduced chance on high-level maps.
Medium Tier Drops:
Jewel of Soul: drops from monsters level 44+ on all maps, lower chance on early maps and increased chance on higher maps.
Low Tier Drops:
Jewel of Chaos: drops from monsters level 18+ on all maps with a consistently low rate.
Note: Devias and Elbeland feature reduced drop rates to support beginner progression.
Jewel of Life: drops from monsters level 70+, with higher-level monsters offering better chances.
Zen: dropped by spot monsters, Rabbits, Dark Elves, Orcs, and similar mobs.
Gemstone: drops in Kanturu Relics and Kanturu 3, with reduced chance in Kanturu 3.
Dark Raven Spirit: drops exclusively in Kanturu 2 from monsters level 85–95.
Fenrir materials: drop exclusively in CryWolf from all monsters.
Very Low Tier Drops:
Feather and Crest: drop only in Icarus from all monsters.
Jewel of Creation: drops from monsters level 70+ on all maps, scaling with monster level.
Dark Horse Spirit: drops only in Kanturu 2 from monsters level 85–95.
RAREST DROPS
Lowest Tier Drops:
Magic Backpack (inventory extension): drops only in Karutan 2 from all monsters.
Flame of Condor: drops exclusively in Swamp from all monsters.
HEARTS, SILVER MEDALS & GOLD MEDALS FARMING
Heart of Love can be obtained from monsters between levels 18 and 57.
Examples include Devias, Dungeon, Atlans 1, and Lost Tower 1–4.
Silver Medals drop from monsters between levels 58 and 82.
Examples include Atlans 2–3, Lost Tower 5–7, Tarkan 1, Aida 1, Icarus, and Kanturu 1–2.
Gold Medals drop from monsters between levels 83 and 120.
Examples include Tarkan 2, Aida 2, Kanturu 2–3, Karutan 1–2, and Relics.
Item tiers obtained from Hearts and Medals are detailed in the dedicated Ancient/Excellent/Medal tiers section.
SPELL DROP DISTRIBUTION
Core spells such as Fireburst, Twisting Slash, Evil Spirits, Lightning Shock, Dark Side, and Dragon Roar drop from monsters between levels 44 and 66.
Examples include Lost Tower 1–7, Atlans 1–2, and Dungeon 3.
Season 4 spells such as Innovation, Ignore, Gigantic Storm, Multishot, Explosion, Flame Strike, Ravens, and Wizard Enhancement drop exclusively in Devil Square (levels 1–7).
Drop rates are low, with Devil Square 1–4 having lower chances than Devil Square 5–7.
Low-tier spells such as Poison, Flame, Teleport, and Lightning drop from monsters between levels 6 and 37.
Examples include Devias 1–4.
Low to mid-tier spells such as Hellfire, Inferno, Aqua Beam, Reflection, and Sleep drop from monsters between levels 39 and 60.
Examples include Dungeon 3 and Lost Tower 1–3.
Mid-tier spells such as Dragon Slasher, Teleport Ally, Greater Fortitude, Electric Spark, Penetration, Rageful Blow, and Summon drop from monsters between levels 62 and 76.
Examples include Lost Tower 7 and Tarkan 1.
Mid-high tier spells such as Increase Health, Berserker, Cometfall, Fire Scream, Death Stab, Ice Arrow, and Fire Slash drop from monsters between levels 79 and 88.
Examples include Tarkan 2 and Kanturu 1.
High-tier spells such as Increase Block, Weakness, Mana Shield, Ice Storm, Decay, Nova, Critical Damage, Greater Damage, and Greater Defense drop from monsters between levels 90 and 112.
Examples include Kanturu 2 end zones and Kanturu 3.
KALIMA, DEVIL SQUARE & BLOOD CASTLE PIECES
Kalima Pieces:
Symbol of Kundun +1: monsters level 1–38.
Symbol of Kundun +2: monsters level 39–54.
Symbol of Kundun +3: monsters level 55–65.
Symbol of Kundun +4: monsters level 66–75.
Symbol of Kundun +5: monsters level 76–91.
Symbol of Kundun +6: monsters level 92–106.
Symbol of Kundun +7: monsters level 107+.
Devil Square Pieces:
Devil Eye and Key +1: monsters level 1–49.
Devil Eye and Key +2: monsters level 51–67.
Devil Eye and Key +3: monsters level 69–77.
Devil Eye and Key +4: monsters level 78–89.
Devil Eye and Key +5: monsters level 90–100.
Devil Eye and Key +6: monsters level 101–116.
Blood Castle Pieces:
Scroll of Archangel and Blood Bone +1: monsters level 1–41.
Scroll of Archangel and Blood Bone +2: monsters level 42–55.
Scroll of Archangel and Blood Bone +3: monsters level 56–65.
Scroll of Archangel and Blood Bone +4: monsters level 66–77.
Scroll of Archangel and Blood Bone +5: monsters level 78–89.
Scroll of Archangel and Blood Bone +6: monsters level 90–100.
Scroll of Archangel and Blood Bone +7: monsters level 101–116.
MISCELLANEOUS DROPS
Starter Ring Level 40:
Any class-specific set item obtained from Heart of Love at +6 to +8.
Starter Ring Level 80:
Random small wings.
Box of Heaven:
Contains Jewel of Bless, Soul, Chaos, Life, Imp, or Angel.
Drop from monsters between levels 30 and 75.
Our Drop, PvM, and Economy systems are designed to reward active gameplay while still allowing AFK and casual players to progress at a reasonable pace.
Jewel drops are structured around progression needs. Early-stage maps and monsters have reduced chances for jewels that are not required at that point, while high-level and end-game maps feature increased chances for essential jewels and reduced chances for those better suited to early progression. This design limits alt farming and helps maintain a stable economy.
On Royale of Legends, Zen plays a major role in sustaining the economic balance.
Important note: Since the entire economy has been redesigned and it is impossible to fully simulate real player activity (as increased monster kills directly affect drop output), we reserve the right to modify any economic values during live gameplay to preserve a healthy environment.
ITEM PROGRESSION PATH
NPC Shop Equipment.
Items obtained from Hearts, Silver Medals, and Gold Medals.
Upgraded non-excelent items from monsters, Special Boxes.
Mid to high-tier Ancient items and high-tier non-Excellent items with harmony options.
Low/Mid-Tier Excellent items. (Box of Kundun, Monsters - released drop when Golden Invasion is released)
Excelent: High-Tier, 380 level sets / Socket Sets
Each progression option comes with its own advantages and drawbacks depending on class and objectives (PvP, PvM, Hunting, Castle Siege). Option probabilities vary by source and are outlined below.
ITEM OPTION PROBABILITIES
Excellent Items (monster drops):
Item Level: always 0.
Luck chance: 60%.
Additional damage: 0 to 4.
Excellent Options: guaranteed 1 option.
Ancient Items (from monsters or events):
Item Level: always 0.
Luck chance: 10%.
Additional damage: 0 to 8.
Ancient Options: 80% chance for +5 stamina, 20% chance for +10 stamina.
Normal Items (monster drops):
Item Level: between 1 and 4.
Luck chance: 80%.
Additional damage: 0 to 8.
BOX OF KUNDUN DROP RULES
Box of Kundun Items:
Item Level: always 0.
Luck chance: 35% to 60% depending on box tier (lower-level boxes have higher luck chance).
Additional damage: 0 to 8.
Excellent Options: 15% to 40% chance to receive 2 options based on box tier (higher boxes increase the chance).
Note: All Box of Kundun tiers have a fixed 2% chance to drop items with 3 excellent options.
HEARTS & MEDALS ITEM RULES
Hearts and Medals:
Luck chance: 30% for all items.
Additional damage: 0 to 8 (higher values have lower probability).
Hearts: Item level between 6 and 8 for sets, 7 to 9 for weapons and shields.
Silver Medals: Item level between 6 and 8 for sets, 6 to 8 for weapons and shields.
Gold Medals: Item level between 5 and 7 for sets, 5 to 8 for weapons and shields.
EVENT EXCLUSIVE ITEMS
Weapons from Nightmare and Dark Elf:
Item Level: always 0.
Luck chance: 25%.
Additional damage: 0 to 8.
Excellent Options: 75% chance for 1 option, 25% chance for 2 options.
Excellent Set Items from Bosses:
Item Level: always 0.
Luck chance: 50%.
Additional damage: 0 to 8.
Excellent Options: guaranteed 2 options.
RINGS & PENDANTS DROP RULES
Rings and Pendants from Stars and Old Boxes:
Item Level: 0 to 4.
Additional stats: 0% to 3%.
Exception 1: Ring of Magic may drop with Mana bonus between 10% and 30%.
Exception 2: Pendant of Ability may drop with AG bonus between 10% and 30%.
Excellent Options: 85% chance for 1 option, 15% chance for 2 options.
CHAOS MACHINE & WINGS
Chaos Machine Mixes:
Chaos Weapon (used for Wings Level 1):
Item Level: always 0.
Luck chance: 20%.
Additional damage: 12% chance to receive +4.
Wings Level 1:
Item Level: always 0.
Luck chance: 15%.
Additional damage: none.
Wings Level 2:
Item Level: always 0.
Luck chance: 20%.
Additional damage: 0 to 4.
Excellent Options: 85% chance for none, 12% chance for 1, 3% chance for 2.
Wings Level 3:
Item Level: always 0.
Luck chance: 30%.
Additional damage: 0 to 8.
Excellent Options: 75% chance for none, 20% chance for 1, 5% chance for 2.
JEWELS & ECONOMY DROPS
High Tier Drops:
Jewel of Bless: drops from monsters level 18+ on all maps, higher chance on low-level maps and reduced chance on high-level maps.
Medium Tier Drops:
Jewel of Soul: drops from monsters level 44+ on all maps, lower chance on early maps and increased chance on higher maps.
Low Tier Drops:
Jewel of Chaos: drops from monsters level 18+ on all maps with a consistently low rate.
Note: Devias and Elbeland feature reduced drop rates to support beginner progression.
Jewel of Life: drops from monsters level 70+, with higher-level monsters offering better chances.
Zen: dropped by spot monsters, Rabbits, Dark Elves, Orcs, and similar mobs.
Gemstone: drops in Kanturu Relics and Kanturu 3, with reduced chance in Kanturu 3.
Dark Raven Spirit: drops exclusively in Kanturu 2 from monsters level 85–95.
Fenrir materials: drop exclusively in CryWolf from all monsters.
Very Low Tier Drops:
Feather and Crest: drop only in Icarus from all monsters.
Jewel of Creation: drops from monsters level 70+ on all maps, scaling with monster level.
Dark Horse Spirit: drops only in Kanturu 2 from monsters level 85–95.
RAREST DROPS
Lowest Tier Drops:
Magic Backpack (inventory extension): drops only in Karutan 2 from all monsters.
Flame of Condor: drops exclusively in Swamp from all monsters.
HEARTS, SILVER MEDALS & GOLD MEDALS FARMING
Heart of Love can be obtained from monsters between levels 18 and 57.
Examples include Devias, Dungeon, Atlans 1, and Lost Tower 1–4.
Silver Medals drop from monsters between levels 58 and 82.
Examples include Atlans 2–3, Lost Tower 5–7, Tarkan 1, Aida 1, Icarus, and Kanturu 1–2.
Gold Medals drop from monsters between levels 83 and 120.
Examples include Tarkan 2, Aida 2, Kanturu 2–3, Karutan 1–2, and Relics.
Item tiers obtained from Hearts and Medals are detailed in the dedicated Ancient/Excellent/Medal tiers section.
SPELL DROP DISTRIBUTION
Core spells such as Fireburst, Twisting Slash, Evil Spirits, Lightning Shock, Dark Side, and Dragon Roar drop from monsters between levels 44 and 66.
Examples include Lost Tower 1–7, Atlans 1–2, and Dungeon 3.
Season 4 spells such as Innovation, Ignore, Gigantic Storm, Multishot, Explosion, Flame Strike, Ravens, and Wizard Enhancement drop exclusively in Devil Square (levels 1–7).
Drop rates are low, with Devil Square 1–4 having lower chances than Devil Square 5–7.
Low-tier spells such as Poison, Flame, Teleport, and Lightning drop from monsters between levels 6 and 37.
Examples include Devias 1–4.
Low to mid-tier spells such as Hellfire, Inferno, Aqua Beam, Reflection, and Sleep drop from monsters between levels 39 and 60.
Examples include Dungeon 3 and Lost Tower 1–3.
Mid-tier spells such as Dragon Slasher, Teleport Ally, Greater Fortitude, Electric Spark, Penetration, Rageful Blow, and Summon drop from monsters between levels 62 and 76.
Examples include Lost Tower 7 and Tarkan 1.
Mid-high tier spells such as Increase Health, Berserker, Cometfall, Fire Scream, Death Stab, Ice Arrow, and Fire Slash drop from monsters between levels 79 and 88.
Examples include Tarkan 2 and Kanturu 1.
High-tier spells such as Increase Block, Weakness, Mana Shield, Ice Storm, Decay, Nova, Critical Damage, Greater Damage, and Greater Defense drop from monsters between levels 90 and 112.
Examples include Kanturu 2 end zones and Kanturu 3.
KALIMA, DEVIL SQUARE & BLOOD CASTLE PIECES
Kalima Pieces:
Symbol of Kundun +1: monsters level 1–38.
Symbol of Kundun +2: monsters level 39–54.
Symbol of Kundun +3: monsters level 55–65.
Symbol of Kundun +4: monsters level 66–75.
Symbol of Kundun +5: monsters level 76–91.
Symbol of Kundun +6: monsters level 92–106.
Symbol of Kundun +7: monsters level 107+.
Devil Square Pieces:
Devil Eye and Key +1: monsters level 1–49.
Devil Eye and Key +2: monsters level 51–67.
Devil Eye and Key +3: monsters level 69–77.
Devil Eye and Key +4: monsters level 78–89.
Devil Eye and Key +5: monsters level 90–100.
Devil Eye and Key +6: monsters level 101–116.
Blood Castle Pieces:
Scroll of Archangel and Blood Bone +1: monsters level 1–41.
Scroll of Archangel and Blood Bone +2: monsters level 42–55.
Scroll of Archangel and Blood Bone +3: monsters level 56–65.
Scroll of Archangel and Blood Bone +4: monsters level 66–77.
Scroll of Archangel and Blood Bone +5: monsters level 78–89.
Scroll of Archangel and Blood Bone +6: monsters level 90–100.
Scroll of Archangel and Blood Bone +7: monsters level 101–116.
MISCELLANEOUS DROPS
Starter Ring Level 40:
Any class-specific set item obtained from Heart of Love at +6 to +8.
Starter Ring Level 80:
Random small wings.
Box of Heaven:
Contains Jewel of Bless, Soul, Chaos, Life, Imp, or Angel.
Drop from monsters between levels 30 and 75.
Devil Square Ticket Levels 1–4: 80% success rate, Levels 5–7: 70% success rate.
Blood Castle Ticket Levels 1–5: 80% success rate, Levels 6–8: 70% success rate.
Feather of Condor mix chance starts at 1% and scales up to a maximum of 60%.
Wings Level 1 creation chance ranges from 1% up to 100%.
Wings Level 2 creation chance ranges from 1% up to 90%.
Wings Level 3 creation chance ranges from 1% up to 40%.
Item enhancement success rates from +10 to +15 without Luck:
Upgrade to +10: 65%.
Upgrade to +11: 60%.
Upgrade to +12: 55%.
Upgrade to +13: 45%.
Upgrade to +14: 35%.
Upgrade to +15: 30%.
Luck increases enhancement success by an additional 20% on every upgrade attempt.
Dark Lord pet mix success rate is set at 75%.
Piece of Horn mix has a 55% success chance.
Broken Horn mix has a 45% success chance.
Horn of Fenrir mix has a 25% success chance.
Gemstone mix success rate is 85%.
Lower Refine Stone creation mix chance is 25%.
Higher Refine Stone creation mix chance is 55%.
Lower Refine Stone application on items succeeds at 40%.
Higher Refine Stone application on items succeeds at 75%.
Jewel usage success rates:
Jewel of Soul: 55%.
Jewel of Life: 60%.
Jewel of Harmony: 70%.
Luck adds an extra 20% success chance when using Jewel of Soul.
Blood Castle Ticket Levels 1–5: 80% success rate, Levels 6–8: 70% success rate.
Feather of Condor mix chance starts at 1% and scales up to a maximum of 60%.
Wings Level 1 creation chance ranges from 1% up to 100%.
Wings Level 2 creation chance ranges from 1% up to 90%.
Wings Level 3 creation chance ranges from 1% up to 40%.
Item enhancement success rates from +10 to +15 without Luck:
Upgrade to +10: 65%.
Upgrade to +11: 60%.
Upgrade to +12: 55%.
Upgrade to +13: 45%.
Upgrade to +14: 35%.
Upgrade to +15: 30%.
Luck increases enhancement success by an additional 20% on every upgrade attempt.
Dark Lord pet mix success rate is set at 75%.
Piece of Horn mix has a 55% success chance.
Broken Horn mix has a 45% success chance.
Horn of Fenrir mix has a 25% success chance.
Gemstone mix success rate is 85%.
Lower Refine Stone creation mix chance is 25%.
Higher Refine Stone creation mix chance is 55%.
Lower Refine Stone application on items succeeds at 40%.
Higher Refine Stone application on items succeeds at 75%.
Jewel usage success rates:
Jewel of Soul: 55%.
Jewel of Life: 60%.
Jewel of Harmony: 70%.
Luck adds an extra 20% success chance when using Jewel of Soul.
1. RABBITS INVASION (REWORKED):
- Occurs every 6 hours at 05:45, 11:45, 17:45, and 23:45.
- Each invasion spawns a total of 10 Rabbits
- Every time random map between Noria, Devias and Elbeland is chosen.
- Invasion duration is 15 minutes.
- Rewards per kill: 65% chance for 1 Jewel (Bless, Soul, Chaos, Life, Gemstone, or Creation), 27% chance for 2,500,000 Zen, and 8% chance for Jewel of Chaos.
- Each Rabbit kill respawns another one on the Map.
The Event has been reworked in order to give the chance to everyone to partecipate, keeping the number of monsters alive always fixed during the event time.
2. POUCH OF BLESSING INVASION (REWORKED):
- Occurs every 6 hours at 08:45, 14:45, 20:45, and 02:45.
- Each invasion spawns a total of 10 Pouches
- Every time random map between Noria, Devias and Elbeland is chosen.
- Invasion duration is 15 minutes.
- Rewards per kill: 65% chance for 1 Jewel (Bless, Soul, Chaos, Life, Gemstone, or Creation), 27% chance for 2,500,000 Zen, and 8% chance for Jewel of Chaos.
- Each Pouch kill respawns another one on the Map.
The Event has been reworked in order to give the chance to everyone to partecipate, keeping the number of monsters alive always fixed during the event time.
3. WHITE WIZARD INVASION (REWORKED):
- Takes place every 6 hours at 00:30, 06:30, 12:30, and 18:30.
- Each invasion includes 1 White Wizard and 10 Orcs (Respawning after kill untill event ends):
Orcs:
- Every time random map between Noria, Devias and Elbeland is chosen.
- Event duration is 20 minutes.
- Orc rewards: 5% chance for Wizard’s Ring, 10% chance for 1 Jewel (Bless, Soul, Chaos with double weight, Life, or Creation), 45% chance for 1,000,000 Zen and 30% Boss Room Ticket. (Expiring)
Boss Room:
- When event starts, the White Wizard spawns in the Boss Room (can access only via Ticket from Orcs).
- Each Ticket allows players to stay 5 minutes inside of Boss Area. Once time is finished, if there is not another ticket in invetory, player will be teleported out of Boss Room.
-FREE PK area: PvP is free in the White Wizard area. If player die will respawn in safe zone of the room.
- White Wizard rewards: 10 Jewels (Bless, Soul, Chaos, Life), 15,000,000 Zen.
- When White Wizard dies, event does not stop, Orcs are still available for hunting.
4. CHAOS CASTLE:
- Runs every 3 hours at 00:00, 03:00, 06:00, 09:00, 12:00, 15:00, 18:00, and 21:00.
- Jewel drops are notable in CC5 and CC6.
- Rewards for Chaos Castle winners:
CC1: 2 Jewels (Bless, Soul, Life), 10% chance for Star (Excellent Rings/Pendants), 50% chance for Low-Tier Ancient.
CC2: 3 Jewels (Bless, Soul, Life, Chaos), 20% chance for Star, 70% chance for Low-Tier Ancient.
CC3: 3 Jewels (Bless, Soul, Life, Chaos, Creation), 70% chance for Low-Tier Ancient, 30%.
CC4: 4 Jewels (Soul, Chaos, Life, Creation), 60% chance for Low-Mid Ancient.
CC5: 4 Jewels (Soul, Chaos, Life, Gemstone), 50% chance for Low-Mid Ancient.
CC6: 5 Jewels (Soul, Chaos, Creation, Gemstone), 60% chance for Random Ancient.
5. CHAOS CASTLE Looser's round (NEW):
From CC4 to CC6, each player who dies is teleported to a special confined area where an additional round takes place.
When Chaos Castle starts, the Loser’s Round also begins by spawning a special box in the center of the confined area.
By interacting with this box, a player is transformed:
While transformed, the player becomes PK (Red) and cannot teleport, change maps, or use teleport skills.
If a transformed player is killed, the killer becomes transformed instead.
The Loser’s Round lasts for the first 5 minutes after Chaos Castle begins. The last transformed player when the event ends receives Royale Coins, which can be used in the Royale Shop.
Each kill inside the confined area rewards the killer with 5 Royale Coins.
When the main Chaos Castle event ends, all remaining players are automatically moved to Lorencia.
6. BLOOD CASTLE:
- Occurs every 3 hours at 01:15, 04:15, 07:15, 10:15, 13:15, 16:15, 19:15, and 22:15.
- Experience gain inside Blood Castle is increased by 40%.
- Jewel drops are substantial if players remain until the end.
- Winner rewards by level:
BC1: 1 Jewel of Bless + 1 BC Ticket (single entry).
BC2: 2 Jewels of Bless + 1 BC Ticket (single entry).
BC3: 2 Jewels (Bless, Soul, Chaos, Life) + 15% Demon/Guardian Angel
BC4: 3 Jewels (Bless, Soul, Chaos, Life) + 20% Demon/Guardian Angel
BC5: 3 Jewels (Bless, Soul, Chaos, Life, Creation) + 20% Demon/Guardian Angel
BC6: 4 Jewels (Soul, Life, Chaos, Creation) + 25% Demon/Guardian Angel
BC7: 4 Jewels (Soul, Life, Chaos, Creation, Gemstone) + 30% Demon/Guardian Angel
7. DEVIL SQUARE:
- Runs every 3 hours at 02:15, 05:15, 08:15, 11:15, 14:15, 17:15, 20:15, and 23:15.
- Season 4 spells can ONLY be obtained in Devil Square, with lower tiers having reduced drop chances.
- Experience inside Devil Square is increased by 40%.
8. GOLDENS INVASION:
- Occurs every 4 hours (03:30, 07:30, 11:30, 15:30, 19:30, 23:30).
- Event duration is 20 minutes.
- Box of Kundun upgrade chances:
BoK+1: 80% BoK+1, 12% BoK+2 Set, 4% BoK+3 Set.
BoK+2: 80% BoK+2, 12% BoK+3 Set, 4% BoK+4 Set.
BoK+3: 80% BoK+3, 12% BoK+4 Set, 4% BoK+5 Set.
BoK+4: 85% BoK+4, 12% BoK+5 Set.
BoK+5: 100% BoK+5.
Budge Dragons drop Stars
Derkons drop random BoKs
GGDs drop BoK+4/+5
Golden invasion will be gradually released, together with excelent items drops from regular monsters.
9. KUNDUN (BOSS):
- Spawns twice daily in random time windows.
- Duration is 30 minutes.
- One PvP spawn in Kalima6 and one Non-PvP spawn in Kalima7.
- PvP and Non-PvP schedules alternate daily.
- Rewards include 3 Random Mid-High Ancients
10. MEDUSA (BOSS):
- Spawns every 12 hours at 10:45 and 22:45.
- Duration is 30 minutes.
- Rewards include 4 Socket Set items with 3 slots and 25% for Excelent 380 item.
11. SELUPAN (Reworked):
- Respawns every 12 hours after defeat.
- Drops 5 Socket Set items (3 slots) and 1 Socket Weapon (4–5 slots).
- Extra 12% chance for Excellent 380 Weapon.
The Selupan boss fight has been redesigned with a strong focus on guild-based combat.
Near the Selupan entrance, Selupan’s Maiden has been introduced - a statue whose grace must be obtained by a guild in order to access Selupan’s chamber.
Once a guild acquires Selupan’s Maiden Grace, all members of that guild are allowed to enter the Selupan area. Only the guild holding the grace can use the portal to the boss room. To obtain the grace, a guild member must interact with the statue and remain within its range for the required amount of time.
If the guild inside the Selupan area loses the grace, its members are not removed from the room. However, they must reclaim the grace in order to regain access through the portal.
Any player who dies inside the Selupan chamber will respawn near Selupan’s Maiden instead of returning to a safe zone.
Players who die outside the Selupan area will respawn in the safe zone and must travel back manually.
This rework has been carefully designed to introduce strategic, guild-oriented gameplay and multiple tactical approaches to defeating Selupan, replacing the traditional strategy of simply waiting for the room to close.
- Occurs every 6 hours at 05:45, 11:45, 17:45, and 23:45.
- Each invasion spawns a total of 10 Rabbits
- Every time random map between Noria, Devias and Elbeland is chosen.
- Invasion duration is 15 minutes.
- Rewards per kill: 65% chance for 1 Jewel (Bless, Soul, Chaos, Life, Gemstone, or Creation), 27% chance for 2,500,000 Zen, and 8% chance for Jewel of Chaos.
- Each Rabbit kill respawns another one on the Map.
The Event has been reworked in order to give the chance to everyone to partecipate, keeping the number of monsters alive always fixed during the event time.
2. POUCH OF BLESSING INVASION (REWORKED):
- Occurs every 6 hours at 08:45, 14:45, 20:45, and 02:45.
- Each invasion spawns a total of 10 Pouches
- Every time random map between Noria, Devias and Elbeland is chosen.
- Invasion duration is 15 minutes.
- Rewards per kill: 65% chance for 1 Jewel (Bless, Soul, Chaos, Life, Gemstone, or Creation), 27% chance for 2,500,000 Zen, and 8% chance for Jewel of Chaos.
- Each Pouch kill respawns another one on the Map.
The Event has been reworked in order to give the chance to everyone to partecipate, keeping the number of monsters alive always fixed during the event time.
3. WHITE WIZARD INVASION (REWORKED):
- Takes place every 6 hours at 00:30, 06:30, 12:30, and 18:30.
- Each invasion includes 1 White Wizard and 10 Orcs (Respawning after kill untill event ends):
Orcs:
- Every time random map between Noria, Devias and Elbeland is chosen.
- Event duration is 20 minutes.
- Orc rewards: 5% chance for Wizard’s Ring, 10% chance for 1 Jewel (Bless, Soul, Chaos with double weight, Life, or Creation), 45% chance for 1,000,000 Zen and 30% Boss Room Ticket. (Expiring)
Boss Room:
- When event starts, the White Wizard spawns in the Boss Room (can access only via Ticket from Orcs).
- Each Ticket allows players to stay 5 minutes inside of Boss Area. Once time is finished, if there is not another ticket in invetory, player will be teleported out of Boss Room.
-FREE PK area: PvP is free in the White Wizard area. If player die will respawn in safe zone of the room.
- White Wizard rewards: 10 Jewels (Bless, Soul, Chaos, Life), 15,000,000 Zen.
- When White Wizard dies, event does not stop, Orcs are still available for hunting.
4. CHAOS CASTLE:
- Runs every 3 hours at 00:00, 03:00, 06:00, 09:00, 12:00, 15:00, 18:00, and 21:00.
- Jewel drops are notable in CC5 and CC6.
- Rewards for Chaos Castle winners:
CC1: 2 Jewels (Bless, Soul, Life), 10% chance for Star (Excellent Rings/Pendants), 50% chance for Low-Tier Ancient.
CC2: 3 Jewels (Bless, Soul, Life, Chaos), 20% chance for Star, 70% chance for Low-Tier Ancient.
CC3: 3 Jewels (Bless, Soul, Life, Chaos, Creation), 70% chance for Low-Tier Ancient, 30%.
CC4: 4 Jewels (Soul, Chaos, Life, Creation), 60% chance for Low-Mid Ancient.
CC5: 4 Jewels (Soul, Chaos, Life, Gemstone), 50% chance for Low-Mid Ancient.
CC6: 5 Jewels (Soul, Chaos, Creation, Gemstone), 60% chance for Random Ancient.
5. CHAOS CASTLE Looser's round (NEW):
From CC4 to CC6, each player who dies is teleported to a special confined area where an additional round takes place.
When Chaos Castle starts, the Loser’s Round also begins by spawning a special box in the center of the confined area.
By interacting with this box, a player is transformed:
While transformed, the player becomes PK (Red) and cannot teleport, change maps, or use teleport skills.
If a transformed player is killed, the killer becomes transformed instead.
The Loser’s Round lasts for the first 5 minutes after Chaos Castle begins. The last transformed player when the event ends receives Royale Coins, which can be used in the Royale Shop.
Each kill inside the confined area rewards the killer with 5 Royale Coins.
When the main Chaos Castle event ends, all remaining players are automatically moved to Lorencia.
6. BLOOD CASTLE:
- Occurs every 3 hours at 01:15, 04:15, 07:15, 10:15, 13:15, 16:15, 19:15, and 22:15.
- Experience gain inside Blood Castle is increased by 40%.
- Jewel drops are substantial if players remain until the end.
- Winner rewards by level:
BC1: 1 Jewel of Bless + 1 BC Ticket (single entry).
BC2: 2 Jewels of Bless + 1 BC Ticket (single entry).
BC3: 2 Jewels (Bless, Soul, Chaos, Life) + 15% Demon/Guardian Angel
BC4: 3 Jewels (Bless, Soul, Chaos, Life) + 20% Demon/Guardian Angel
BC5: 3 Jewels (Bless, Soul, Chaos, Life, Creation) + 20% Demon/Guardian Angel
BC6: 4 Jewels (Soul, Life, Chaos, Creation) + 25% Demon/Guardian Angel
BC7: 4 Jewels (Soul, Life, Chaos, Creation, Gemstone) + 30% Demon/Guardian Angel
7. DEVIL SQUARE:
- Runs every 3 hours at 02:15, 05:15, 08:15, 11:15, 14:15, 17:15, 20:15, and 23:15.
- Season 4 spells can ONLY be obtained in Devil Square, with lower tiers having reduced drop chances.
- Experience inside Devil Square is increased by 40%.
8. GOLDENS INVASION:
- Occurs every 4 hours (03:30, 07:30, 11:30, 15:30, 19:30, 23:30).
- Event duration is 20 minutes.
- Box of Kundun upgrade chances:
BoK+1: 80% BoK+1, 12% BoK+2 Set, 4% BoK+3 Set.
BoK+2: 80% BoK+2, 12% BoK+3 Set, 4% BoK+4 Set.
BoK+3: 80% BoK+3, 12% BoK+4 Set, 4% BoK+5 Set.
BoK+4: 85% BoK+4, 12% BoK+5 Set.
BoK+5: 100% BoK+5.
Budge Dragons drop Stars
Derkons drop random BoKs
GGDs drop BoK+4/+5
Golden invasion will be gradually released, together with excelent items drops from regular monsters.
9. KUNDUN (BOSS):
- Spawns twice daily in random time windows.
- Duration is 30 minutes.
- One PvP spawn in Kalima6 and one Non-PvP spawn in Kalima7.
- PvP and Non-PvP schedules alternate daily.
- Rewards include 3 Random Mid-High Ancients
10. MEDUSA (BOSS):
- Spawns every 12 hours at 10:45 and 22:45.
- Duration is 30 minutes.
- Rewards include 4 Socket Set items with 3 slots and 25% for Excelent 380 item.
11. SELUPAN (Reworked):
- Respawns every 12 hours after defeat.
- Drops 5 Socket Set items (3 slots) and 1 Socket Weapon (4–5 slots).
- Extra 12% chance for Excellent 380 Weapon.
The Selupan boss fight has been redesigned with a strong focus on guild-based combat.
Near the Selupan entrance, Selupan’s Maiden has been introduced - a statue whose grace must be obtained by a guild in order to access Selupan’s chamber.
Once a guild acquires Selupan’s Maiden Grace, all members of that guild are allowed to enter the Selupan area. Only the guild holding the grace can use the portal to the boss room. To obtain the grace, a guild member must interact with the statue and remain within its range for the required amount of time.
If the guild inside the Selupan area loses the grace, its members are not removed from the room. However, they must reclaim the grace in order to regain access through the portal.
Any player who dies inside the Selupan chamber will respawn near Selupan’s Maiden instead of returning to a safe zone.
Players who die outside the Selupan area will respawn in the safe zone and must travel back manually.
This rework has been carefully designed to introduce strategic, guild-oriented gameplay and multiple tactical approaches to defeating Selupan, replacing the traditional strategy of simply waiting for the room to close.
Our goal is to introduce modern competitive systems which offer players the opportunity to compete on equal ground, where skill - with a touch of RNG - is the only deciding factor.
As first Event we introduce the Royale Arena, where all players compete on equal grounds.
THE ROYALE SHOP
The Royale Shop was created to give every player, regardless of available playtime, a fair chance to stay competitive.
Only by participating in the Royale Events - where everyone plays with equal level, stats, and gear, players can earn coins to obtain useful items and utilities.
The result is a more fair MU experience, where participation and skill matter more than time invested.
BATTLE ROYALE
The Royale Arena consists of 4 progressive stages, each with unique objectives and rewards.
1ST STAGE – GEARING UP
All participants are divided into two teams: Red and Blue, each with its own respawn zone.
When the event begins, the Hunt Area (upper side of the map) spawns:
• Purple Monkeys – drop 5 random Set Items (Level 11–13) and Wings Level 1+9.
• Green Monkeys – drop 5 random Skills.
2ND STAGE – SKELETON ARMY
Monkeys disappear and are replaced by Skeletons spawning near the team respawn zones.
Skeletons drop Buffs, Antidotes, and SD Potions.
3RD STAGE – SKELETON BOSS
The Skeleton Boss spawns in the center of the map (the Boss Zone is marked on the minimap).
A live Top 3 DPS ranking is displayed in-game.
The player who deals the highest total damage and delivers the killing blow receives a Reward Box containing a pair of Wings Level 2 + 13, delivered directly to the inventory.
4TH STAGE – FINAL BATTLE
All players are teleported into a confined arena for a 2-minute free-for-all battle.
VICTORY & REWARDS
When killing an opposite team member, you get 1 point for your team!
At the end of the event, the team with the highest total number of kills (points) is declared the winner.
Each member of the winning team receives 1000 Royale Coins.
ROYALE SHOP
The Royale Shop allows players to purchase temporary/permanent items and useful utilities using Royale Coins.
These items are designed to help all players remain competitive and enjoy balanced gameplay across all server events.
IMPORTANT NOTE
No items can be purchased using other currencies, only Royale Coins obtained only via the event - this is NOT an X-Shop.
As first Event we introduce the Royale Arena, where all players compete on equal grounds.
THE ROYALE SHOP
The Royale Shop was created to give every player, regardless of available playtime, a fair chance to stay competitive.
Only by participating in the Royale Events - where everyone plays with equal level, stats, and gear, players can earn coins to obtain useful items and utilities.
The result is a more fair MU experience, where participation and skill matter more than time invested.
BATTLE ROYALE
The Royale Arena consists of 4 progressive stages, each with unique objectives and rewards.
1ST STAGE – GEARING UP
All participants are divided into two teams: Red and Blue, each with its own respawn zone.
When the event begins, the Hunt Area (upper side of the map) spawns:
• Purple Monkeys – drop 5 random Set Items (Level 11–13) and Wings Level 1+9.
• Green Monkeys – drop 5 random Skills.
2ND STAGE – SKELETON ARMY
Monkeys disappear and are replaced by Skeletons spawning near the team respawn zones.
Skeletons drop Buffs, Antidotes, and SD Potions.
3RD STAGE – SKELETON BOSS
The Skeleton Boss spawns in the center of the map (the Boss Zone is marked on the minimap).
A live Top 3 DPS ranking is displayed in-game.
The player who deals the highest total damage and delivers the killing blow receives a Reward Box containing a pair of Wings Level 2 + 13, delivered directly to the inventory.
4TH STAGE – FINAL BATTLE
All players are teleported into a confined arena for a 2-minute free-for-all battle.
VICTORY & REWARDS
When killing an opposite team member, you get 1 point for your team!
At the end of the event, the team with the highest total number of kills (points) is declared the winner.
Each member of the winning team receives 1000 Royale Coins.
ROYALE SHOP
The Royale Shop allows players to purchase temporary/permanent items and useful utilities using Royale Coins.
These items are designed to help all players remain competitive and enjoy balanced gameplay across all server events.
IMPORTANT NOTE
No items can be purchased using other currencies, only Royale Coins obtained only via the event - this is NOT an X-Shop.
Last edited:
