You are running more Season 16 than you think. Every pentagram on your character obeys rules this release wrote, every harmony option on your gear comes out of a system it rebuilt from scratch, and the charm that stops a failed +13 destroying your armour was added here. Its maps, its mastery tiers and its level cap are another matter. This guide sorts the release into what you use, what you walk through, and what expired.
Why a 2021 patch still runs your character
Season 16 shipped in two parts and split its budget oddly. One half is content: a new class, two hunting grounds, a sixth mastery weapon tier, a seventh armour tier, a Guardian mount, an earring and two cap raises. The other half is rules: the elemental system rebuilt, the Jewel of Harmony replaced wholesale, the Magic Gladiator split in three, and mounts allowed in town.
That split is why the season ages strangely. Places and items get outscaled; rules get inherited and never looked at again. Season 17 made Silver Heart a mid-ladder weapon within a year, but nothing since has rewritten how a pentagram accepts errtels.
Where Season 16 lands on your route
The whole season as one ladder, so you can see which parts you are near. All of it assumes a high-exp server, where these levels arrive fast.
| Level | What of Season 16 opens here | Worth stopping for |
|---|---|---|
| 800 | Mastery pentagrams (3rd class change), the left Earring of Blood Vigour, Wings of Bloodshed | Yes — pentagram work done here is permanent |
| 850 | The right Earring of Blood Vigour, so the pair bonus starts | Yes, but only as a pair |
| 1,000 | The Fierce Lion, third of the Guardian mounts | Yes, for the elite resistance roll alone |
| 1,100 | Arnil Temple opens; Silver Heart weapons become wearable | Yes, briefly |
| 1,130 | Arnil Temple stops costing you experience; Ashen Aida opens | Pass through |
| 1,160 | Ashen Aida stops costing you experience | Pass through |
| 1,200 | Roaring Manticore armour becomes wearable | Yes, as a rung on the way up |
| 1,250 and 1,300 | Where the season handed out its two reward muuns | No — the boost ran for 30 days and is long gone |
| 1,350 | Where Season 16 left the level cap | Historical; later seasons moved it again |
The elemental rules you inherited and never saw change
This is the most load-bearing part of the season and the least likely to be sold as an upgrade. The old system punished you for committing: a fire pentagram took fire errtels, and skills were engraved to an element.
A pentagram of any element now accepts errtels of every element, and the engraving restriction on individual skills is gone, so an engraved skill keeps its weighting whichever pentagram you wear.
The second half of the rebuild was units. Percentages became flat values:
| Option | How it used to read | How it reads now |
|---|---|---|
| Elemental attack success | Success rate as a percentage | Success rate as a value |
| Elemental defence success | Success rate as a percentage | Success rate as a value |
| Attack advantage | Advantage percentage against that element | Attack power against that element, as a value |
| Defence advantage | Advantage percentage against that element | Defence against that element, as a value |
Stat points also began feeding elemental attack and defence properly, including the points handed to you by items and master-tree options, which previously did nothing there.
The opposing-element option, and the cycle behind it
Every pentagram generates an attack and a defence option against one element for free, growing as it is enhanced. The five pairs form a closed loop, so your choice decides who you beat and who beats you.
| Pentagram you wear | Gains attack and defence against | Which means this pentagram gains on you |
|---|---|---|
| Fire | Dark | Water |
| Water | Fire | Earth |
| Earth | Water | Wind |
| Wind | Earth | Dark |
| Dark | Wind | Fire |
Mastery pentagrams and mastery errtels
Pentagrams and errtels split into two grades, normal and mastery. A mastery pentagram takes mastery errtels only, of the same grade, and can be worn from the 3rd class change at level 800. The one exception is the Errtel of Radiance, which has no mastery grade and fits anything.
The grade is worth chasing for one reason beyond the stats: a mastery errtel inherits its rank 1 to rank 3 options but drops the rank conditions, and one option level raises every option at once. They also carry set effects.
| Mastery errtel set | At 2 pieces | At 4 pieces | Second 4-piece line |
|---|---|---|---|
| Of Fighting Spirit | Elemental attack power increase | Extreme-advantage attack power +60 | Elemental damage +100 |
| Of Passion | Elemental defence increase | Extreme-advantage defence +45 | Elemental base defence +20 |
All of it runs through Adniel in Elbeland (37, 215). Read the zen twice: the pentagram upgrade is a hundred-million-zen bet that destroys the pentagram if it loses.
| What Adniel does | What it needs | Zen | Chance |
|---|---|---|---|
| Upgrade a pentagram to mastery grade | Intermediate or advanced pentagram at +11 or better, Pentagram Emblem, Bless ×30, Soul ×30, Creation ×10, every errtel unmounted | 100,000,000 | +11 80%, +12 85%, +13 90%, +14 95%, +15 100%; a failure destroys it |
| Upgrade an errtel to mastery grade | Rank 1 errtel at option level 7–10, or any rank 2 or 3 errtel, plus Errtel Emblem, Bless ×30, Soul ×30, Creation ×10 | 25,000,000 | Rank 1: 70 / 80 / 90 / 100% from +7 to +10. Rank 2: 85% at +0, 90, 95, then 100% from +3. Rank 3: 100% |
| Generate an elemental option on a pentagram | A mastery errtel at option level 3 or higher, Creation ×10 | 10,000,000 | 100% |
| Enhance an elemental option | An Elemental Rune, up to option level 10 | Scales with the level | Differential, and a failure knocks the option down a level |
| Remove an elemental option | Nothing but the fee | Flat fee | 100% |
A mastery pentagram holds as many elemental options as it has Anger, Blessing and Divinity slots. Anger and Integrity errtels generate attack options, Blessing and Divinity defence options, and nothing may duplicate an option it already has.
The Jewel of Harmony you actually use is the Season 16 one

If you have used a Jewel of Harmony on a Season 22 server, you used the version written here: the old one was replaced, not adjusted. It worked on white items at +0, granted one option, could fail, scaled with enhancement and blocked trade.
| Rule | Before Season 16 | What you play with now | What it changes for you |
|---|---|---|---|
| What it works on | +0 normal and Excellent gear | Excellent, socket and set gear at +9 or higher | Harmony became endgame polish, not something you put on a white drop |
| Trading | Blocked once an option was on the item | Allowed | You can buy a good roll instead of grinding for one |
| Option value | Tied to the item's enhancement level | The same at any enhancement level | Roll at +9; enhancing first adds nothing |
| Options granted | One, at random, and the attempt could fail | One to three, at random, with no failure chance | The jewel can no longer waste itself |
The option lists were rewritten too. Swords roll strength, agility and energy, attack success rate, attack power, critical and excellent damage, skill attack power, durability, SD decrease rate and 5% of mana as attack power; staffs and books the wizardry and curse equivalents; armour vitality, defence, max AG, life and mana, recovery, damage decrease, durability and 10% of mana as life.
Values roll inside a band, and the colour tells you which one you hit — and whether the item can take a refining stone.
| Band | Colour it prints in | Example on strength | Counts towards a refining stone |
|---|---|---|---|
| Lower | White | +10 | No |
| Intermediate | White | +15 | No |
| Higher | Sky blue | +20 | Yes |
| Highest | Pink | +30 | Yes |
Nothing is written until you press Confirm option, which shows what you rolled and the maximum each line could have reached.

All the money in one place, since it is scattered across the patch note otherwise:
| What you are paying for | Zen |
|---|---|
| Granting harmony options | 100,000 |
| Removing one option | 200,000 |
| Removing two options | 400,000 |
| Removing three options | 800,000 |
| Crafting a refining stone — lower from a +4 or better normal item, higher from an Excellent one | 150,000, and the item is destroyed if the craft fails |
| Refining a rough jewel | 50,000 each |

Refining stones changed job entirely. They no longer raise option values; they grant a harmony bonus option, and only on an item whose three options all landed in the higher band or above. A lower stone works 10% of the time, a higher one 50%, and a failure wipes the bonus.
| Stage | Bonus option | Successes needed from scratch |
|---|---|---|
| 1 | Required strength and agility −10 | 1 |
| 2 | −20 | 2 |
| 3 | −30 | 3 |
| 4 | −40 | 4 |
| 5 | −50 | 5 |
The jewel itself now drops in the elite zones as well as the Kanturu Maya zone, under a weekly cap.
Small print that costs items: upgrading mastery armour resets its harmony options, so do harmony last; set items with harmony options cannot be dismantled; an outlaw who drops one loses them.
Two accessories built on the same upgrade contract
The season added a Guardian mount and an earring. They sit in different slots but behave identically: you upgrade into both from the previous tier, and the enhancement level of what you feed in sets your odds.
| Enhancement on the base item | Chance the upgrade takes |
|---|---|
| +15 | 100% |
| +14 | 90% |
| +13 | 80% |
| +12 | 70% |
| +11 | 60% |
The published ladder stops at +11, so push the base item to +15 and the attempt risks nothing.
| What you are making | What goes in | Material, bought with Ruud | Jewels | What success rerolls |
|---|---|---|---|---|
| Fierce Lion, the 3rd Guardian, worn at level 1,000 | A 2nd Guardian at +11 or better | Seal of Fierce Lion — 50,000 Ruud from Priest James in Elbeland (32, 239) | Bless ×20, Soul ×20, Chaos ×1, Creation ×1 | Its normal options, and always the elite resistance |
| Earring of Blood Vigour, the 4th mastery earring | A 3rd mastery earring at +11 to +15; left makes left | Blood Vigour Crafting Mould — 25,000 Ruud from Priest James in Elbeland (32, 239) | Bless ×20, Soul ×20, Chaos ×1, Creation ×1 | Its options, although an earring with three keeps at least two |
The Fierce Lion, and why the reroll is the point

The Fierce Lion is an inventory-equipped mount, upgraded at the Trainer in Lorencia (122, 110). A failure costs more than the rate table shows: the materials are gone and the base Guardian falls to +0. A Fierce Lion (Rare) with identical stats comes out of the same combination at a low rate.

Its base options are movement speed and attack speed +7, and this season added defence as a base option on all three Guardians, scaling with enhancement level. On top it rolls one to three normal options — elemental attack power +120, elemental defence +120, and defence or attack, wizardry or curse power +3 per 20 levels up to level 1,100 — plus one of the five elite resistance sets.
That last line is why a Guardian matters in Season 22. Elite monsters land their debuff pair on every hit, so your resistance decides whether an elite zone is farmable, and a successful upgrade always rerolls it.
The Earring of Blood Vigour

The two sides are not interchangeable, and the offensive one comes later.
| Side | Level | Attack / wizardry / curse power | Elemental defence | The one to three options it can roll |
|---|---|---|---|---|
| Left | 800 | 198–210 | 168 | Max life +800, skill attack power +23, mastery attack power or wizardry +74, mastery excellent damage +125, mastery critical damage +125 |
| Right | 850 | 238–241 | 226 | Max mana +800, excellent damage rate +7%, critical damage rate +7%, AG recovery +10, attack speed +7 |
Wearing both pays the season mastery bonus: ignore enemy defence +4%, all stats +7, and the new mastery damage +60, flat damage on every hit that grows with enhancement level. The ladder now reads Wrath, Ancestors, Honour, Blood Vigour.
Silver Heart and Roaring Manticore: two rungs you pass through

Season 16 added the sixth mastery weapon tier and the seventh armour tier. Both are reached the same way: take the tier below at +11 with 16 options, buy a Ruud material, and the combination is guaranteed.

Both combinations, side by side:
| What you are making | Base item | Material | Jewels | Rate | What survives the change |
|---|---|---|---|---|---|
| Silver Heart weapon, worn at level 1,100 | A Blue Eye Excellent weapon at +11 with 16 options | Silver Heart Anvil — 100,000 Ruud from James in Elbeland | Bless ×30, Soul ×30, Chaos ×1, Creation ×1 | 100% | Weapon type, Luck and the Excellent options |
| Roaring Manticore armour, worn at level 1,200 | A Silver Heart set armour piece at +11 with 16 options | Manticore's Soul — 50,000 Ruud from James in Elbeland | Bless ×30, Soul ×30, Chaos ×1, Creation ×1 | 100% | Wearing class, equipment slot, Luck and the all-stats option |
Every Silver Heart weapon shares one Excellent block, so only base damage and speed differ: excellent damage rate +10%, attack or magic speed +7, life and mana of (stat/8) per kill, attack, wizardry or curse power +2.4 per 20 levels and +68 flat.
| Scales from | Weapon | Class | Attack power | Speed | Requirements |
|---|---|---|---|---|---|
| Physical, melee | Silver Heart Sword | Dragon Knight | 618–629 | 40 | Str 1,006 or Ene 936 / Agi 327 |
| Physical, melee | Silver Heart Magic Sword | Duel Master | 617–627 | 45 | Str 743 / Agi 458 / Ene 164 |
| Physical, melee | Silver Heart Magic Two-Handed Sword | Magic Gladiator | 790–840 | 45 | Str 743 / Agi 458 / Ene 164 |
| Physical, melee | Silver Heart Short Sword | Master Slayer | 601–644 | 45 | Str 341 / Agi 1,081 |
| Physical, melee | Silver Heart Claw | Fist Master | 521–533 | 35 | Str 595 / Agi 199 |
| Physical, melee | Silver Heart Lance | Mirage Lancer | 400–415 | 40 | Str 448 / Agi 320 |
| Physical, ranged | Silver Heart Bow | High Elf | 838–861 | 45 | Str 206 / Agi 1,204 |
| Physical, ranged | Silver Heart Quiver | High Elf | 561–584 | 55 | Str 199 / Agi 1,190 |
| Pet damage | Silver Heart Scepter | Lord Emperor | 642–658, pet 104% | 40 | Str 710 / Agi 166 |
| Wizardry | Silver Heart Staff | Grand Master | 224–237, wizardry 148% | 30 | Str 308 / Agi 106 |
| Wizardry | Silver Heart Stick | Dimension Master | 207–218, wizardry 148% | 30 | Str 278 / Agi 112 |
| Wizardry | Silver Heart Rune Mace | Majestic Rune Wizard | 193–200, wizardry 123% | 50 | Str 294 / Agi 113 / Ene 1,108 |
| Curse | Book of Silver Heart | Dimension Master | curse power 144% | 50 | Agi 206 / Ene 760 |
| Defence | Silver Heart Shield | Dragon Knight | defence 92 | 120 | Str 245 or Ene 950 / Agi 189 |
The shield is the interesting one. It keeps the Faith Knight option, where damage taken for a party member is cut by shield defence × 0.1, and rolls base defence +2.4 per 20 levels, reflect 5%, defence success rate +10%, max life and mana +264 and damage decrease 72.
One balance line came with the tier: the Blue Eye Scepter’s pet attack power went from 88% to 96%.
Roaring Manticore, ranked by what you actually get

Which four pieces you get depends on your class, and the defences are quoted in the set’s own order, so they do not compare as published. The table adds the four-piece total and sorts by it.
| Class | Pieces | Defence, in piece order | Four-piece total |
|---|---|---|---|
| Dragon Knight (Faith, energy) | Helm, armour, pants, boots | 410 / 433 / 423 / 409 | 1,675 |
| Dragon Knight (strength) | Helm, armour, pants, boots | 391 / 414 / 404 / 390 | 1,599 |
| Slaughterer | Helm, armour, pants, gloves | 395 / 408 / 401 / 376 | 1,580 |
| Magic Knight (strength) | Armour, pants, gloves, boots | 413 / 389 / 382 / 388 | 1,572 |
| Magic Knight (energy) | Armour, pants, gloves, boots | 409 / 384 / 379 / 383 | 1,555 |
| Noble Elf (attack) | Helm, armour, pants, gloves | 386 / 392 / 388 / 377 | 1,543 |
| Fist Blazer | Helm, armour, pants, boots | 365 / 394 / 383 / 372 | 1,514 |
| Majestic Rune Wizard | Helm, armour, pants, gloves | 376 / 384 / 381 / 371 | 1,512 |
| Empire Lord | Helm, armour, pants, gloves | 367 / 389 / 376 / 364 | 1,496 |
| Dimension Summoner | Helm, armour, pants, gloves | 372 / 384 / 376 / 363 | 1,495 |
| Soul Wizard | Helm, armour, pants, gloves | 369 / 379 / 376 / 364 | 1,488 |
| Shining Lancer | Helm, armour, pants, gloves | 361 / 374 / 369 / 362 | 1,466 |
| Noble Elf (support) | Helm, armour, pants, gloves | 303 / 310 / 304 / 292 | 1,209 |
The set bonuses are where the tier earns its level requirement. The last two rows break the pattern completely.
| Pieces | What it gives |
|---|---|
| 2 set | Mastery skill attack power, mastery main stat |
| 3 set | Double damage rate +18%, mastery attack power or wizardry |
| 4 set | Mastery critical damage, mastery excellent damage, ignore enemy defence +9%, mastery all stats, mastery base defence, critical damage rate +20%, excellent damage rate +20%, triple damage +8%, mastery max life, mastery damage decrease |
| 4 set — Faith Knight instead | Critical damage rate +35%, excellent damage rate +35%, and Solid Protection party attack power +230 in place of the damage lines |
| 4 set — support Elf instead | Defence improvement +55%, attack improvement +55%, +47% defence with a shield equipped, defence +280 and max life +570 |
Mastery charms, the quietest useful thing in the season
Every mastery tier got its own bound Chaos Combination Charm, and it is what makes the mastery ladder survivable. It costs 5% off the rate, and in exchange the item is not destroyed when a +10 to +15 enhancement fails. It cannot stack with the ordinary charm.
Fragments drop from monsters, five make a charm, and the drop is capped weekly, so farm for the tier you will enhance next.
| Charm | Mastery tier it protects | Where its fragments drop |
|---|---|---|
| Silver Heart | 6th | Arnil Temple |
| Blue Eye | 5th | Scorched Canyon |
| Soul | 4th | Kubera Mine |
| Holy Angel | 3rd | Swamp of Darkness |
| Dark Angel | 2nd | Lake of Nixies |
| Blood Angel | 1st | Feria |
Arnil Temple and Ashen Aida as one elite-zone corridor
The two hunting grounds make more sense as one 30-level corridor than as two destinations: they open thirty levels apart, drop much the same things, and share the same five elite zones.


The names carry the lore. Arnil Temple served Arnil, a blood-drinking god of the ancient empire, and the priests who built it were demons in human faces: they gathered half the continent for a great assembly, revealed themselves, and killed everyone present to wake their god. Arnil rose as Lemuria, and Lemuria resurrected the sealed Secneum — Kundun. Ashen Aida is simpler: a pocket deep in Aida where the forbidden magic never faded, bleaching everything to black and white.
| Setting | Arnil Temple | Ashen Aida |
|---|---|---|
| How you get there | Move command window for 50,000 zen, or on foot from Elbeland (209, 135) | Move command window for 50,000 zen, or on foot from Aida (120, 113) |
| Entry level | 1,100 | 1,130 |
| Level at which the experience penalty stops | 1,130 | 1,160 |
| Main drop | Excellent Manticore armour | Excellent Manticore armour and Excellent socket necklaces |
| Monster level band | 520 – 530 | 550 – 560 |
| Elite zones | Five, one per element | Five, one per element |
| Area gates | (123, 13) and (124, 190) | — |
Arnil Temple admits you at 1,100 but charges experience until 1,130, which is exactly where Ashen Aida opens. On a high-exp server, treat the pair as a single stop.


Only the two ranged monsters need any thought, because both drain mana on every hit.
| Map | Monster | Level | How it fights |
|---|---|---|---|
| Arnil Temple | Temple Ogre | 520 | Melee |
| Arnil Temple | Temple Gremlin | 525 | Ranged, hits an area, and takes 100 mana off you per hit |
| Arnil Temple | Temple Gargoyle | 530 | Melee |
| Arnil Temple | Elite versions of all three | 530 | Elite-zone only, and every hit lands a debuff pair |
| Ashen Aida | Ashen Death Tree | 550 | Melee |
| Ashen Aida | Ashen Forest Orc | 555 | Melee |
| Ashen Aida | Ashen Death Rider | 555 | Melee |
| Ashen Aida | Ashen Witch Queen | 560 | Ranged, hits an area, and takes 150 mana off you per hit |
| Ashen Aida | (Elite) Ashen Golem and (Elite) Ashen Bloody Witch Queen | 560 | Elite-zone only, same debuff contract |



The elite zones are the reason to come and the reason to prepare. Every elite lands its debuff pair with a 100% chance on every hit. Both maps’ flag coordinates sit beside those debuffs, so you can match a zone to your Guardian’s resistance.
| Elite element | What it puts on you, every hit | Arnil Temple flag | Ashen Aida flag |
|---|---|---|---|
| Fire | Bleeding and attack power decrease | (34, 187) | (20, 59) |
| Water | Deadly poison and attack power decrease | (46, 133) | (47, 108) |
| Earth | Bleeding and attack speed decrease | (162, 81) | (168, 169) |
| Wind | Deadly poison and defence decrease | (135, 220) | (97, 161) |
| Dark | Bleeding and defence decrease | (35, 69) | (226, 130) |
Elite drops are the same on both maps: the Elite Option Change Fragment, the Sealed Armour Fragment, the Golden Emblem, the Elite Guardian Enhancement Stone and, new this season, the Jewel of Harmony. Ashen Aida added Garuda’s Flame in 16-2, a second fourth-wing material beside the Golden Crest. Fifty Sealed Armour Fragments become a +13 armour piece at the Noria Chaos Goblin:
| Step | What you feed in | What comes out |
|---|---|---|
| Craft the plate | 50 Sealed Armour Fragments, Bless ×5, Soul ×5, Creation ×1, Chaos ×1 | Scratched Blood Angel Armour |
| Restore it | Scratched Blood Angel Armour, Bless ×10, Soul ×10, Creation ×1, Chaos ×1 | A +13 Blood Angel armour piece for a random class |
The Gun Crusher, read as a class choice rather than a news item

The Gun Crusher is still on your creation screen, so the question is not what it added in 2021 but whether it is the class you want to level. Mechanically it is a magic gunner: ranged, scaling on Energy, with damage that is wizardry rather than weapon work.
The story: the MU Empire, losing ground to Kundun, founded the Imperial Task Force in secret and raised abducted orphans through brutal training. Fisher, the boy with the fiercest eyes, survived it and lost himself doing so.
| What you are picking | Value |
|---|---|
| Role | Ranged attacker, damage scaling on Energy |
| Weapon | Magic gun, which no other class uses |
| Starting town | Elbeland |
| Base life and mana | 100 / 80 |
| Base strength / agility / vitality / energy | 20 / 18 / 20 / 25 |
| Class change names | Gun Crusher, then Gun Breaker, then Master Gun Breaker |
| Set party it belongs to | Gun Crusher with a Rune Wizard and a Grow Lancer |
The skill bar, grouped by element


Grouped by element, the bar is a water set, a fire set, one neutral field and a buff.
| Skill | Element | Where it comes from | What it does |
|---|---|---|---|
| Dark Plasma | None | Marce, Elbeland | Drops a plasma field on a target or a spot. It does not travel, and damages everything near it every 0.5 seconds for 5 seconds |
| Ice Break | Water | Marce, Elbeland | Raises ice in front of you for one hit, then shatters the shards for a second |
| Ice Blast | Water | James, the Ruud shop in Elbeland | Covers the whole area around you, with ice erupting wherever the shots land |
| Death Ice | Water | Added later, with its own master-tree options | Needs Energy 100 |
| Death Fire | Fire | Marce, Elbeland | Sustained rapid fire in a fan in front of you, at very high attack speed |
| Bursting Flare | Fire | James, the Ruud shop in Elbeland | A heavy shot on one target plus a shockwave around you; anything caught by both takes extra damage |
| Fixed Fire (buff) | — | Marse, Elbeland (36, 218), needs Energy 300 | Rebalances how your stats convert: gives up a little defence for attack speed and wizardry damage. Right-click the icon to drop it |

Fixed Fire arrived later and is the only thing on the bar you can turn against yourself, since the defence it gives up is real. Its master options are Fixed Fire Strengthener and Fixed Fire Mastery.

The master tree carries the usual Strengthener, Proficiency and Mastery nodes. Ice Break and Death Fire gain skill attack power and a tile of range, Death Fire also +10 attack speed; Dark Plasma gains targets, duration and range; and two Magic Gun nodes raise wizardry damage and double damage chance, but only with a magic gun equipped.

Each branch runs the same seven nodes — skill attack power, damage count +1, additional damage rate, target +1, range +1, skill damage and weapon attack power — plus a debuff pair: deadly poison and freeze on Dark Plasma, the same two reversed on the other branches.
The gear ladder, guns and armour on one table




Gun and armour were published as two ladders, which hides that they are rungs of one climb. Below they are one table, keyed on the level that gates them.
| Level | Magic gun | Attack power | Wizardry | Gun requirements | Matching armour | Defence (helm / armour / pants / gloves / boots) |
|---|---|---|---|---|---|---|
| Starter | Entro Magic Gun | 75–86 | 20% | Str 20 | — | — |
| Pre-mastery | Prear Magic Gun | 116–118 | 37% | Str 307 / Agi 194 / Ene 455 | Prear | 54 / 55 / 53 / 51 / 49 |
| Pre-mastery | Archangel's Absolute Magic Gun | 223–235 | 65% | Str 129 / Agi 54 / Ene 219 | — | — |
| 380 | Baiwen Magic Gun (socket) | 127–131 | 52% | Str 321 / Agi 196 / Ene 545 | Titan Gunner (socket) | 79 / 84 / 82 / 77 / 74 |
| 400 | Cannon Magic Gun (socket) | 139–141 | 58% | Str 328 / Agi 207 / Ene 592 | Stormwing Gunner (socket) | 87 / 92 / 90 / 85 / 82 |
| 400 | Blood Angel Magic Gun | 191–197 | 74% | Str 340 / Agi 287 / Ene 825 | Blood Angel Gun Crusher | 124 / 125 / 122 / — / 118 |
| 600 | Dark Angel Magic Gun | 224–230 | 83% | Str 347 / Agi 291 / Ene 834 | Dark Angel Gun Crusher | 135 / 136 / 134 / — / 130 |
| 800 | Holy Angel Magic Gun | 238–251 | 93% | Str 352 / Agi 296 / Ene 848 | Holy Angel Gun Crusher | 189 / 191 / 188 / — / 184 |
| 900 | Soul Magic Gun | 260–273 | 103% | Str 357 / Agi 303 / Ene 866 | Soul Gun Crusher | 239 / 240 / 238 / — / 234 |
| 1,000 | Blue Eye Magic Gun | 282–296 | 113% | Str 369 / Agi 313 / Ene 844 | Blue Eye Gun Crusher | 289 / 290 / 287 / — / 283 |
| 1,100 | Silver Heart Magic Gun | 304–318 | 122% | Str 379 / Agi 322 / Ene 852 | Silver Heart Gun Crusher | 338 / 339 / 337 / — / 333 |
| 1,200 | — | — | — | — | Manticore Gun Crusher | 382 / 388 / 384 / — / 380 |
Archangel’s Absolute out-damages both socket guns and the Blood Angel gun, so one drop can carry you past two rungs, and the requirements barely move after 400.
Every magic gun takes the Jewel of Life option additional wizardry damage +4, +8, +12 or +16, and the mastery tiers carry the usual Excellent block with wizardry damage per 20 levels rising 1.5, 1.6, 1.8, 2.0, 2.2 and 2.4. The mastery sets are four-piece, which is why they lose the gloves slot, and share one band: Str 293 to 335, Agi 240 to 282, Ene 762 to 818. The Holy Angel four-set gives ignore defence 9%, all stats +20 and base defence +60; the Manticore four-set adds triple damage 8%.

Two wings, sixteen percentage points of damage increase apart.
| Wings | Unlocked by | Defence | Damage increase | Damage absorb |
|---|---|---|---|---|
| Wings of Accuracy | 3rd class change | 60 | 39% | 39% |
| Wings of Bloodshed | 4th class change, level 800 | 140 (wizardry 100) | 55% | 43% |
Magic Gladiator: the rework that still decides your build
If you play a Magic Gladiator on a Season 22 server, you play the Season 16 version. This patch turned one awkward hybrid into three builds you can commit to, each opened by a charge buff that lasts until you die or log out.
| Build | What you have to be holding | Charge buff | Requirement | What the buff does |
|---|---|---|---|---|
| Two-handed sword | One two-handed sword | Spiral Charge | Strength 900 | Attack power and defence come from Strength. Chaos Blade and Fire Blood reach level 6, and every third cast explodes a sword aura around you |
| Dual one-handed | A one-handed weapon in each hand | Crasher Charge | Strength 900 | Attack speed and defence come from Agility. Chaos Blade and Ice Blood reach level 5, with the same third-cast explosion |
| Dual staff, the wizard build | A staff in each hand | Elemental Charge | Energy 1,073 | Wizardry damage and defence come from Energy. Havoc Spear reaches level 7, and every third cast sets off a nova |
All three are bought from Tavern Madam Liamon. The wizard build is the one to look at twice: a staff in each hand adds part of the off-hand staff’s wizardry damage to the character, which is why its Energy requirement is so much higher.


What the three builds actually cast:
| Skill | Who gets it | Cost | Range | What it does |
|---|---|---|---|---|
| Chaos Blade | Both knight builds | MP 19 / AG 14 | 3 | A giant black sword aura wrapped in blue light, swept across a wide arc in front of you |
| Fire Blood | Two-handed only | — | 3 | A burning aura over a wide area |
| Ice Blood | One-handed only | — | 3 | A frozen aura down a straight line |
| Havoc Spear | Dual staff | MP 92 / AG 20 | 6 | Lightning spears erupt around you and hit many enemies at once |
| Gigantic Storm | Existing skill, retuned | — | — | Damage count raised from 1 to 2 |
Chaos Blade, Fire Blood and Ice Blood cost 1,000 Ruud each from Priest James in Elbeland. AG costs were cut at the same time: Blood Attack from 20–24 to 12, Fire Blood and Ice Blood from 28 to 14, and attack speed per point of Agility improved.

The tree was rebuilt to match. Flame Strike, Ice Strengthener and Inferno Strengthener came out, Blood Attack and Gigantic Storm nodes moved, and Weapon Mastery no longer demands ten points in Twisting Slash Strengthener. Each charge buff gained a Strengthener for a bigger explosion or nova and a Mastery for one extra on the third cast, and Two-Handed Sword and Staff Mastery now push double damage rate to 5%. On the enhancement tree, Chaos Blade gained bleeding and freeze, Havoc Spear bleeding and deadly poison.

The two-handed ladder, top down, with the step up from the rung beneath in the last column.
| Two-handed sword | Level | Attack power | Minimum gained over the rung below | Requirements |
|---|---|---|---|---|
| Silver Heart Magic Two-Handed Sword | 1,100 | 790–840 | +111 | Str 743 / Agi 458 / Ene 164 |
| Blue Eye Magic Two-Handed Sword | 1,000 | 679–729 | +113 | Str 731 / Agi 448 / Ene 156 |
| Soul Magic Two-Handed Sword | 900 | 566–609 | +77 | Str 715 / Agi 438 / Ene 155 |
| Holy Angel Magic Two-Handed Sword | 800 | 489–527 | +79 | Str 702 / Agi 432 / Ene 151 |
| Dark Angel Magic Two-Handed Sword | 600 | 410–441 | +60 | Str 686 / Agi 419 / Ene 145 |
| Blood Angel Magic Two-Handed Sword | 400 | 350–379 | — | Str 650 / Agi 398 / Ene 139 |
All six run at attack speed 45 with the standard Excellent block, attack power per 20 levels climbing from 1.5 to 2.4 and flat attack power from 42 to 68. The steps say where to spend: the two rungs above 900 are each worth more than twice the jump out of Blood Angel.
The quality of life you stopped noticing

Mounts are the clearest Season 16 change nobody thinks of as a change. You ride in towns and safe zones, attacking dismounts you, you remount about three seconds after combat, and the mount’s speed is kept on foot.
The same update turned three mount skills into character skills, gated on having the mount equipped rather than being in the saddle: Earthshake with the Dark Horse, Plasma Storm with the Fenrir, Raid Shoot with the Dinorant. Spear Thrust was removed.

The Bundle button merges every stackable item in one click, from the top left down. Moss’s Boxes were reorganised too: the Jewel of Extension and the Gold and Silver Keys came out, and in went three Excellent mastery pieces per box plus ten of each of the eight enhancement elixirs. Contents are configured per server.

The Labyrinth of Dimensions picked up a wrinkle that still matters: its monsters roll a random element when a league starts, and it holds for the whole four-week league. Click the Dimensional Gate to see which you drew. Difficulty and experience rose with it, and the boxes were rebuilt — bound Blessing of Light (lower) from 3 to 5 in the lower and intermediate boxes, while the higher box swapped its lower blessings for 2 higher ones and gained 50 Sealed Armour Fragments, a (Hero) Blood Angel’s Soul and 450 Ruud. Those 50 fragments are exactly one Scratched Blood Angel Armour.

The cap moved twice: 1,250 to 1,300 in Part 1, 1,300 to 1,350 in Part 2. Each raise came with a Gremory Case box, claimable for 30 days and valid for 14 once claimed, holding a muun.
| Reach | Muun | Base ability | How to read it now |
|---|---|---|---|
| Level 1,250 | Elpis of Refinement | Skill attack power +15 | The 20× boost ran 30 days from pickup; only the base line remains |
| Level 1,300 | Magic Gladiator Muren Rexmilon | Elemental defence +10 | Same deal, and the same thirty-day window |
What later seasons have replaced
- Silver Heart is no longer the top weapon tier. Season 17 added a seventh weapon tier and an eighth armour tier, so both of this season’s tiers are rungs rather than destinations.
- The 1,350 cap is history. It has moved since, which puts Arnil Temple and Ashen Aida well below where you finish.
- Both reward muuns have expired. The 20× multiplier ran thirty days from pickup, so neither is actionable.
- The monster level bands are a 2021 record, and servers rebalance this range.
- Moss’s Box contents are configured per server.
- The Gun Crusher is no longer the newest class, so pick it because the magic gun suits you.
Not replaced: the pentagram and errtel rules, the opposing-element option, mastery grades, the rebuilt Jewel of Harmony, mastery charms, the elite debuff contract, the earring ladder, the three Magic Gladiator builds and riding in town.
What to actually do about Season 16
- Roll harmony at +9, not +15. Option values no longer scale with enhancement.
- Read the colour, not the number. Only sky-blue and pink options qualify for a refining stone.
- Charm every +10 to +15 attempt on mastery gear, and farm fragments a week ahead.
- Pick your pentagram for its free opposing-element option, then generate around it.
- Upgrade a Guardian to reroll its elite resistance, matched to the zone you farm.
- Finish the earring as a pair; one side is half a bonus.
- Cross both maps as one stop near 1,130, for the elite drops, not the experience.
- Magic Gladiator: pick a build and buy its charge buff from Tavern Madam Liamon.
Our Season 22 server runs the latest server files, opens on 30 October 2026, with high exp, stats capped at 32,700, events and mini-bosses all day and a custom jewel system. Make an account and roll your first harmony options at +9.
- Still live: the pentagram rules. Any pentagram takes any element’s errtels, engraving is element-free, and the values are flat.
- Still live: the rebuilt Jewel of Harmony. +9 or better Excellent, socket and set gear, one to three options, no failure chance, tradeable.
- Worth a detour: the Fierce Lion at level 1,000, because its upgrade always rerolls the elite resistance.
- Worth finishing: the Earring of Blood Vigour, left at 800 and right at 850, for mastery damage +60.
- Pass through: Arnil Temple at 1,100 and Ashen Aida at 1,130, monsters at levels 520 to 560.
- Expired: the 1,350 cap, both reward muuns, and Silver Heart as the top weapon tier.