If you have ever wondered why one wizard on the creation screen carries a magic book and another throws spheres from an orb, Season 17 is your answer. It added two classes at once and both are permanent. The rest of it splits into things you still use, things you walk past, and things later patches buried, and this guide sorts the 2021 - 2022 release that way: for somebody levelling on a Season 22 server, not somebody reading patch notes.
Where Season 17 lands on your level curve
Season 17 arrived in two parts and pushed the cap from 1,350 to 1,450. That tells you where its content was aimed: the end of the road in 2022, which on a server that has moved past it becomes content you pass through. The exceptions are the two classes and the client changes, which do not get replaced the way maps and item tiers do.
Sorted by the level you meet each piece at:
| You meet it at | What Season 17 added | How it reads today |
|---|---|---|
| Creation screen | Kundun Mephis and Lemuria | Permanent, with full gear ladders |
| First party | The Bond buff | Permanent, and free damage |
| First login | Shop tabs, event inventory hotkey, MU Helper buff range | Simply how the client behaves now |
| Agility 500 onward | The Elf renewal | Still the shape of the class |
| Level 700 | Old Kethotum | A real mid-game gear stop |
| Levels 850 and 900 | Earring of Enchantment | The fifth rung of an earring ladder |
| Level 1,100 | Shining Tail Guardian | Why elite zones stop shredding you |
| Level 1,160 | Burning Kethotum | Brilliant armour and elite materials |
| Level 1,190 | Kanturu Underground Facility | The same job, with socket necklaces |
| Level 1,200 | Manticore, the 7th mastery weapons | A rung, not the top one any more |
| Level 1,300 | Celestial Brilliant, the 8th mastery armour | A real upgrade, not the finish line |
| Level 1,450 | The Part 2 cap | Historical, and so are its reward muuns |
So: if you are picking a class, Season 17 is one of the most relevant seasons there is and everything else here can wait. If you are already deep into Season 22, the parts worth your time are the three maps and the Guardian.
Picking Kundun Mephis or Lemuria

The story is short. The Great Sage got inside Doppelganger Fortress in the year 1022 of MU, learned how the doppelgangers were made, and used relics Kundun and Lemuria had handled to copy them. The copies came out identical in looks, memory, ability and temper, but the Sage raised them, so they grew up on the right side and were sent after the originals.
Both are Energy casters, both start in Lorencia, and both share a set party with the Dark Knight. The difference is what you hold.
| Class | Role it plays | Life / mana at creation | Str / agi / vit / ene | What you hold | Class changes |
|---|---|---|---|---|---|
| Kundun Mephis | White Wizard: the Dark Wizard's mirror in Light Energy. Thin defence, very heavy magic attack. | 70 / 70 | 19 / 19 / 15 / 30 | Staff, shared with the Dark Wizard, with a Magic Book in the off-hand | Light Master, then Shine Wizard |
| Lemuria | Mage: sphere magic through an Orb, plus starter support buffs she is not an Elf for. | 88 / 65 | 18 / 18 / 19 / 30 | Orb, with a Shield shared with the Dark Wizard | War Mage, then Arch Mage |
Lemuria starts with more life and vitality and carries the buffs, so she is the easier to learn on. Kundun Mephis is the glass cannon. Both are available from the start.
Low-level kit for either comes from Wizard Gilard in Lorencia (119, 111), and skill books from Wizard Pasi (119, 113) or Tavern Madam Liamon (125, 133).
The Bond, and why these two are worth duoing

The two are master and pupil, and the game pays you for playing them that way. One of each in a party switches on the Bond, and it reaches the whole group, not just the pair. If you duo or run two clients, this is the most useful thing on the page.
| What fires | Who it covers | What it gives | What switches it off |
|---|---|---|---|
| Bond | The Kundun Mephis and the Lemuria themselves | Damage 130% | The party breaking up, or the two drifting too far apart |
| Bond | Everybody else in the party | Damage 115% | The same two conditions |
| Cord of Bond | The pair only, visible to your own party | A cord strung between them that damages anything it touches, once per second | Distance, a disbanded party, or a safe zone. Never works in PvP, and crossed cords do not hit twice |
It has to be one of each: two Kundun Mephis, or two Lemurias, get nothing at all.
A quieter reward: items named after the villains years earlier now do something extra in either class's hands.
| Old item | What it adds for either new class |
|---|---|
| Kundun's Staff | Base wizardry damage +20%, the biggest of the five |
| Kundun's Madness Blade | Base elemental attack power and elemental defence, +10% each |
| Kundun's Book of Sealing | The same +10% pair |
| Kundun's Magic Scroll | The same +10% pair |
| Lemuria's Orb | The same +10% pair, and the only one named after her |
Thirteen skills, read as an unlock timeline
Both borrow heavily first. Kundun Mephis takes a dozen Dark Wizard skills: Power Wave, Lightning, Ice, Twister, Blast, Aqua Flash, Hellburst, Earth Prison, Illusion, Telekinesis, Teleport and Mana Increase. Lemuria mixes Dark Wizard and Elf skills, then adds five beginner buffs that are weaker copies of the Elf's and will not stack with them.


Everything unique to the two, sorted by Energy rather than split by class, so it reads as a plan for your points.
| Energy needed | Skill | Class | What it does |
|---|---|---|---|
| None, from creation | Magical Shot | Both | A bolt, 2 hits on one target. Lemuria's cast effect changes with an Orb equipped. |
| 52 | Beginner Heal | Lemuria | Puts life back, at a lower rate than the Elf's Heal. |
| 70 | Shining Bird | Kundun Mephis | A bird of light through a line of enemies, 1 hit each. Your first clearing tool. |
| 72 | Beginner Defence Improvement | Lemuria | Timed defence. |
| 92 | Beginner Attack Improvement | Lemuria | Timed attack power and wizardry damage. |
| 104 | Marble Burst | Lemuria | Detonates on the target and whatever stands beside it, 1 hit. |
| 150 | Beginner Bless | Lemuria | Every stat up for a while. |
| 168 | Beginner Recovery | Lemuria | Puts SD back. |
| 410 | Reflection Barrier | Kundun Mephis | Shields you or an ally, eating damage and returning a share. Covers the party, and will not stack with the Summoner's Damage Reflection. |
| 680 | Dragon Violent | Kundun Mephis | Drops a dragon of light on a target and the enemies around it, 2 hits. |
| 700 | Unleash Marble | Lemuria | A sphere that stays put and pulses every second for 30 seconds, 2 hits a pulse. 10 second cooldown. |
| 1,073, plus Unleash Marble Mastery 10P | Ultimate Force | Lemuria | A magic circle firing on everything in range for 2 hits, with a 5% roll for a third. |
| 1,160, plus Dragon Violent Mastery 10P | Spear Storm | Kundun Mephis | Spears of light rain around you for 2 hits, same 5% roll for a third. Cooldown 0.5 seconds. |


The shape of both classes falls out of that order. Lemuria front-loads, six skills live before Energy 200, which is why she feels playable early. Kundun Mephis has nothing between Shining Bird and Reflection Barrier, so his first few hundred levels lean on borrowed spells. Both capstones need ten mastery points in the skill below.
Two gear ladders, book and orb


Both lines run to full length rather than stopping at a starter weapon, and since they share tier names from Blood Angel up they read better side by side. Everything in both swings at attack speed 30.
| Tier | Magic book, damage and rate | Book requirement | Orb, damage and rate | Orb requirement |
|---|---|---|---|---|
| Town tier | Wise, 43–47 at 21% | Agi 86 / Ene 143 | Spinel, 66–74 at 65% | Str 81 / Agi 33 / Ene 137 |
| Second tier | Legendary, 53–57 at 22% | Agi 87 / Ene 198 | Almandine, 86–94 at 75% | Str 87 / Agi 37 / Ene 186 |
| Blood Angel | 55–56 at 29% | Agi 98 / Ene 307 | 83–85 at 92% | Str 93 / Agi 35 / Ene 258 |
| Dark Angel | 68–71 at 32% | Agi 108 / Ene 323 | 109–115 at 102% | Str 97 / Agi 42 / Ene 271 |
| Holy Angel | 84–87 at 42% | Agi 112 / Ene 331 | 141–147 at 114% | Str 99 / Agi 44 / Ene 298 |
| Soul | 91–98 at 49% | Agi 114 / Ene 344 | 156–169 at 126% | Str 101 / Agi 47 / Ene 308 |
| Blue Eye | 103–110 at 55% | Agi 185 / Ene 480 | 179–192 at 136% | Str 164 / Agi 80 / Ene 460 |
| Silver Heart | 114–121 at 61% | Agi 189 / Ene 490 | 202–216 at 148% | Str 168 / Agi 84 / Ene 470 |
| Off-ladder | — | — | Blessed Archangel's Absolute, 173–185 at 94% | Str 80 / Agi 38 / Ene 140 |


The last row is the one to watch for: Soul-bracket damage for Energy 140, roughly what the first orb wants, so one landing early skips you several tiers.


Wings come in two steps tied to class changes rather than item tiers, each step one item with two names.
| Unlocked by | Kundun Mephis | Lemuria | Defence | Damage increase | Damage absorb |
|---|---|---|---|---|---|
| Level 400 and the 3rd class change | Cape of Radiance | Wings of Eternity | 45 | 39% | 39% |
| Level 800 and the 4th class change | Cape of Splendour | Wings of the Raging Demon | 140, or 100 against wizardry | 55% | 43% |


Armour runs the same length. The table runs top down, so where you are heading comes first. Figures are defence in the order helm, armour, pants, gloves, boots.
| Set | Kundun Mephis, the White Wizard | Lemuria, the Mage |
|---|---|---|
| Manticore | 361 / 376 / 366 / 353 / 356 | 358 / 373 / 363 / 351 / 355 |
| Silver Heart | 313 / 327 / 316 / 306 / 309 | 309 / 325 / 314 / 300 / 306 |
| Blue Eye | 265 / 281 / 269 / 255 / 260 | 260 / 275 / 269 / 251 / 257 |
| Soul | 220 / 230 / 225 / 208 / 212 | 215 / 228 / 218 / 203 / 208 |
| Holy Angel | 166 / 181 / 173 / 160 / 163 | 162 / 176 / 166 / 152 / 157 |
| Dark Angel | 113 / 126 / 117 / 105 / 109 | 106 / 121 / 113 / 100 / 103 |
| Second set | Dazzling, 53 / 69 / 58 / 45 / 51 | Geist, 45 / 60 / 52 / 39 / 42 |
| Starting set | Bright, 46 / 58 / 51 / 36 / 41 | Finesse, 36 / 50 / 41 / 30 / 33 |

The two are within a handful of points at every tier, so armour is no reason to pick one. And Manticore is not the end of the line: it is the base item the 8th mastery set is built from.
Manticore and Celestial Brilliant, the two mastery rungs

The two tiers chain: Manticore armour is what you feed into Celestial Brilliant. Both upgrades run at a flat 100%, so there is nothing to gamble, only material to collect. Weapons go through the Chaos Goblin in Noria (180, 99), and both materials cost Ruud at James in Elbeland (32, 239).

| What you end up with | What goes in | Material and price | Jewels | Rate |
|---|---|---|---|---|
| A Manticore weapon or shield | A Silver Heart weapon or shield at +11 with 16 options or better | Manticore Anvil, 100,000 Ruud | Bless ×30, Soul ×30, Chaos ×1, Creation ×1 | 100% |
| A piece of Celestial Brilliant armour | A piece of Manticore set armour at +11 with 16 options | Soul of Brilliant, 50,000 Ruud | Bless ×30, Soul ×30, Chaos ×1, Creation ×1 | 100% |
Item type, Luck, the Excellent options and the stat options all survive, so the grind is getting a clean base item to +11 with 16 options.
Every Manticore weapon wants level 1,200 and carries the same Excellent block whatever the class: excellent damage rate +10%, attack or magic speed +7, life and mana of stat divided by eight per kill, +2.6 per 20 levels and a flat +74 attack power or wizardry damage. Below, sorted by class so you can find your line in one pass.
| Class | Weapon | Requirements | Speed | Attack power |
|---|---|---|---|---|
| Dimension Master | Manticore Stick | Str 278 / Agi 112 | 30 | 226–240, wizardry 155% |
| Dimension Master | Manticore Book | Str 595 / Agi 206 | 50 | 588–602 |
| Dragon Knight | Manticore Sword | Str 1,006 or Ene 936 / Agi 327 | 40 | 684–696 |
| Dragon Knight | Manticore Shield | Str 245 or Ene 950 / Agi 189 | — | Defence 95, rate 123 |
| Duel Master | Manticore Magic Sword | Str 743 / Agi 458 | 45 | 683–693, wizardry 89% |
| Duel Master | Manticore Magic Two-Handed Sword | Str 743 / Agi 458 | 45 | 899–949, wizardry 89% |
| Fist Master | Manticore Claw | Str 595 / Agi 199 | 35 | 588–602 |
| Gun Crusher | Manticore Magic Gun | Str 379 / Agi 322 | 50 | 326–340, wizardry 131% |
| High Elf | Manticore Bow | Str 206 / Agi 1,204 | 45 | 971–999 |
| High Elf | Manticore Quiver | Str 199 / Agi 1,190 | 55 | 651–637, as printed |
| Lord Emperor | Manticore Scepter | Str 710 / Agi 166 | 40 | 732–750 |
| Majestic Rune Wizard | Manticore Rune Mace | Str 294 / Agi 113 | 50 | 208–217, wizardry 135% |
| Master Slayer | Manticore Short Sword | Str 341 / Agi 1,081 | 45 | 662–717 |
| Mirage Lancer | Manticore Lance | Str 448 / Agi 320 | 40 | 454–472 |
| Soul Wizard, Magic Knight | Manticore Staff | Str 308 / Agi 106 | 30 | 245–257, wizardry 160% |
Two oddities. The Quiver's range runs downward, 651 low and 637 high, exactly as the patch note printed it. And the Shield keeps the Faith Knight option while rolling base defence +2.6 per 20 levels, reflect 5%, defence success rate +10%, max life and mana +286 and damage decrease 78.

Celestial Brilliant is four pieces rather than five, and which four depends on your class. It needs level 1,300, and Excellent Brilliant armour also drops raw in Burning Kethotum and the Kanturu Underground Facility. In the table, H is helm, A armour, P pants, G gloves, B boots, and the defence figures follow that order.
| Class | Pieces | Defence, in that order |
|---|---|---|
| Dragon Knight | H / A / P / B | 441 / 463 / 454 / 439 |
| Dragon Knight, Faith build | H / A / P / B | 460 / 483 / 473 / 459 |
| Fist Blazer | H / A / P / B | 415 / 444 / 432 / 421 |
| Gun Crusher | H / A / P / B | 426 / 436 / 431 / 427 |
| Magic Knight, knight build | A / P / G / B | 462 / 438 / 431 / 437 |
| Magic Knight, wizard build | A / P / G / B | 459 / 433 / 428 / 432 |
| Soul Wizard | H / A / P / G | 419 / 428 / 424 / 414 |
| Noble Elf, agility build | H / A / P / G | 435 / 442 / 437 / 426 |
| Noble Elf, energy build | H / A / P / G | 352 / 360 / 353 / 341 |
| Empire Lord | H / A / P / G | 417 / 438 / 424 / 414 |
| Dimension Summoner | H / A / P / G | 421 / 433 / 424 / 413 |
| Shining Lancer | H / A / P / G | 410 / 422 / 419 / 411 |
| Majestic Rune Wizard | H / A / P / G | 419 / 424 / 428 / 433 |
| Slaughterer | H / A / P / G | 445 / 458 / 450 / 424 |
The energy Noble Elf is the outlier, around eighty points behind her agility counterpart at every slot. Set bonuses come in three steps, and the fourth piece carries the payload.
| Pieces worn | What switches on |
|---|---|
| Two | Mastery skill attack power, and the mastery main stat |
| Three | Double damage rate +18%, plus mastery attack power or wizardry |
| Four | Mastery critical and excellent damage, ignore enemy defence +9%, mastery all stats, mastery base defence, critical damage rate +20%, excellent damage rate +20%, triple damage 10%, mastery max life and mastery damage decrease |
Two and three pieces are barely worth wearing by comparison, so assemble all four or none. The Faith Knight set goes its own way again: critical and excellent damage rate +40% each, Solid Protection party attack power +260, vitality +360, defence +240 and triple damage +7%.
Three hunting grounds, from level 700 to 1,190

Kethotum is where Kundun was put down. Etramu lured him in and split the Seal Stone into eight pieces to raise the strongest barrier ever cast. Kundun turned to stone mid-scream and the city dropped out of the world. A thousand years later Lemuria took the self of Gaion's descendant Antonias to bring him back, and he filled Kethotum with gates that pull demons through.

The third map's story is shorter. Arca scholars digging the Kanturu ruins found an unopenable door smashed apart with stairs behind it, could not get past what prowled the corridors, and the Noble Alliance sent knights instead. The three maps are really one stretch of your level curve, so compare them that way.
| Setting | Old Kethotum | Burning Kethotum | Kanturu Underground Facility |
|---|---|---|---|
| Entry level | 700 | 1,160 | 1,190 |
| Penalty-free from | — | 1,190 | 1,220 |
| By move command | 50,000 zen | 50,000 zen | 50,000 zen |
| On foot from | The Aida safe zone | Aida 2 (218, 237) | Kanturu Ruins (106, 159) |
| What you go for | Excellent Holy Angel armour, Excellent socket pendants | Excellent Brilliant armour, Manticore Chaos Combination Charm fragments | Excellent Brilliant armour, Excellent socket necklaces |
| Safe zone | — | — | Dead centre, where you arrive, respawn and reconnect |
Old Kethotum is the same place rebuilt for the mid game: identical residents at a third of the level, entry 460 levels lower. It is the one you will see first by a long way. The Kanturu facility is organised by element, and Helper Plus sends you straight to the main or sub-main spot of whichever you pick.



Six monsters cover all three maps, with the Crimson trio doing double duty.
| Monster | Where | Level | Elite | How it fights |
|---|---|---|---|---|
| Crimson Lycan | Old and Burning Kethotum | 195 old, 585 burning | 590 | Thin on life and defence, but its melee lands hard |
| Crimson Minos | Old and Burning Kethotum | 195 old, 585 burning | 590 | The tank of the three, melee only |
| Crimson Harpy | Old and Burning Kethotum | 195 old, 590 burning | 590 | Keeps its distance, throws an area whirlwind |
| Underground Persona | Kanturu Underground | 615 | 620 | Casts Tornado and Evil Spirit |
| Underground Twin Tail | Kanturu Underground | 620 | 620 | Long spear, reaches further than you expect |
| Underground Dreadfear | Kanturu Underground | 620 | 620 | A two-hit melee slash, nothing clever |



Both late maps carry five elemental elite zones with the same debuffs and drops, so one table covers both.
| Element | Burning Kethotum | Kanturu Underground | What it puts on you |
|---|---|---|---|
| Fire | (163, 125) | (40, 38) | Bleeding and attack power down |
| Water | (214, 228) | (18, 215) | Deadly poison and attack power down |
| Earth | (211, 66) | (124, 10) | Bleeding and attack speed down |
| Wind | (80, 105) | (225, 212) | Deadly poison and defence down |
| Dark | (149, 182) | (235, 11) | Bleeding and defence down |
The debuffs are not a risk but a certainty: every hit lands its pair at a 100% chance, and only a Guardian with the matching elite resistance blunts them. Pick your element, then check what your Guardian resists. The payout is the usual elite set, Elite Option Change Fragments, Sealed Armour Fragments, Golden Emblems, Elite Guardian Enhancement Stones and the Jewel of Harmony, most behind a weekly cap.
Shining Tail and the Earring of Enchantment

These two read better together. Both materials come from Priest James in Elbeland (32, 239) for Ruud, both cost Bless ×20, Soul ×20, Chaos ×1 and Creation ×1 on top, and both read their odds off one card.
| Base item | Chance of success |
|---|---|
| +15 | 100% |
| +14 | 90% |
| +13 | 80% |
| +12 | 70% |
| +11 | 60% |

The Shining Tail is the 4th Guardian, equipped from the inventory at level 1,100 and made from the 3rd Guardian at the Trainer in Lorencia (122, 110) with the Seal of Shining Tail at 50,000 Ruud. A recoloured Shining Tail (Rare) with identical stats drops out of the same combination at a low rate: a cosmetic lottery, not a better item. Failure costs the materials and drops the base Guardian to +0.
| Option slot | What lands in it |
|---|---|
| Base, always | Movement speed, attack speed +7, defence +228 |
| Normal, one to three | Elemental attack power +177, elemental defence +177, defence +4.0 per 20 levels, attack, wizardry or curse power +4.0 per 20 levels. Both per-level lines stop at level 1,100 |
| Elite resistance, exactly one | Fire, water, earth, wind or dark, each a pair of resistances aimed at that elite zone's debuffs |
The last row is the catch: a success rerolls the normal options and always rerolls the elite resistance, so the zone your Guardian protects you in is not your choice. Keep upgrading until the roll agrees.

The Earring of Enchantment is the 5th earring, built from an Earring of Vigour at +11 to +15 with the Mould of Enchantment at 25,000 Ruud. Sides are preserved, a left makes a left, and a base carrying three options comes out with at least two. The two sides are not symmetrical and are not worn at the same level.
| Side | Level | Attack, wizardry or curse power | Elemental defence | Options rolled, one to three |
|---|---|---|---|---|
| Right | 900 | 304–307 | 292 | Max mana +1,000, excellent damage rate +8%, critical damage rate +8%, AG recovery +10, attack speed +7 |
| Left | 850 | 264–267 | 234 | Max life +1,000, skill attack power +25, mastery attack or wizardry +92, mastery excellent damage +155, mastery critical damage +155 |
The right side is stronger and the later unlock, so the left goes on first. Wear both and you get the earring set option, which older guides still call the season mastery bonus: ignore enemy defence +5%, all stats +8 and mastery damage +70. By the end of the season the ladder read Wrath, Ancestors, Honour, Vigour, Enchantment.
The Elf renewal, and the choice it forces

This is the part of Season 17 you are most likely to feel without knowing where it came from. The Elf had spent years being vaguely both things at once; Season 17 split her in two. Agility makes an archer, Energy makes a support with a shield of her own, and that is still the decision you make today. The three attack skills cost 1,000 Ruud each from Priest James in Elbeland.
| Build | Skill | Requirement | What it does |
|---|---|---|---|
| Attack | Dex Booster | High Elf, Agility 500 | 300 seconds of movement speed, attack speed and attack success rate. The first of the three you will own |
| Attack | Raining Arrow | High Elf, Agility 1,302, Multi-Shot with 10 points in Multi-Shot Enhancement | Fires arrows up so they come down as rain across an area |
| Attack | Focus Shot, reworked | Agility 1,302, Multi-Shot with 10 points in Multi-Shot Mastery | Guided arrows across several targets, with a roll for one hit more |
| Support | Holy Bolt | High Elf, Energy 1,200, Greater Damage plus 10 points of its mastery | Holy energy packed into one bolt at one target. Its branch carries freeze and bleeding |
| Support | Greater Elemental Damage | High Elf, Energy 1,500 | Raises a target's elemental attack power, and does nothing for anyone without an elemental pentagram |
| Support | Greater Elemental Defence | High Elf, Energy 1,500 | The same for elemental defence, same pentagram condition |
| Support | Party Heal, reworked | — | Reaches the whole party instead of one target, with an enhancement node for the amount |
The archer also got quieter help: bow, crossbow and quiver attack speed up, more attack speed per point of Agility, and slower durability loss, which is a repair bill you stop paying. Raining Arrow is the one to invest in: its branch runs attack power, damage count +2, additional damage rate, +1 target, splash damage, skill damage and weapon attack power, and carries deadly poison and bleeding.

The support Elf got something she had never had: her own shield line. Seven Fairy Shields, one per gear tier, each with a base option that makes Greater Elemental Defence hit harder.
| Level | Fairy Shield | Defence | Elemental defence | Greater Elemental Defence bonus |
|---|---|---|---|---|
| 400 | Blood Angel | 30 | 30 | 16% |
| 600 | Dark Angel | 40 | 41 | 18% |
| 800 | Holy Angel | 51 | 52 | 21% |
| 900 | Soul | 63 | 63 | 25% |
| 1000 | Blue Eye | 74 | 74 | 28% |
| 1100 | Silver Heart | 86 | 85 | 32% |
| 1200 | Manticore | 95 | 96 | 36% |
Each shield also rolls up to two of reflect 5%, defence success rate +10%, max life, max mana and damage decrease, scaling from 165, 165 and 45 on Blood Angel to 286, 286 and 78 on Manticore. The Elf also gained two MU Helper buff slots of her own, four up to six, and a heal-support setting under Party Support, Auto Recovery Settings, Trigger Skill Settings, where Heal and Party Heal become the basic and trigger skills.
The cap, the rebalanced maps and the client changes
The cap moved twice, 1,350 to 1,400 in Part 1 and 1,400 to 1,450 in Part 2, each with a season reward box through the Gremory Case: 30 days to claim, 14 days valid once opened, nothing restorable. The two muuns below are a record of what 2022 players collected.

| Muun | Awarded for reaching | Base ability |
|---|---|---|
| Kundun Mephis & Lemuria | Level 1,350 | Skill attack power +15 |
| Elemental Elf | Level 1,400 | Elemental defence +10 |
Both multiplied their base ability 20 times for 30 days.
Two maps pulled down the curve
The mid game had a gap, so two existing hunting grounds were moved rather than replaced.
| What changed | Was | Became |
|---|---|---|
| Kubera Mine, monster level | 380 | 325 |
| Kubera Mine (Abandoned), monster level | 400 | 370 |
| Nixie Lake, entry level | 700 | 630 |
| Nixie Lake, main-spot spawn count | 10 | 9 |
Kubera Mine pays less experience to match, so it is a gear stop rather than a levelling stop. Penalty-free hunting starts at level 925 in the normal area and level 970 in the Abandoned Mine.
Six client changes you still use
None were headline features and all are in front of you every session.
| Change | What it means at the keyboard |
|---|---|
| NPC shop tabs | Stock is paged across tabs along the top instead of one long list |
| Ctrl + V | Opens and closes the event inventory |
| A fourth MU Helper buff slot | Up from three, so one more buff stays in the rotation unattended |
| MU Helper buff range | Buffs only reach party members inside a distance you set |
| 4th wings combination fix | A success returns wings for the class that performed it, not a random class |
| Red monster names | Monsters that will cost you a level penalty are drawn red in the move command window and on screen |
What has been superseded
- Manticore is no longer the top weapon tier and Celestial Brilliant no longer the top armour tier. Both are real upgrades at 1,200 and 1,300, and both are rungs you pass.
- The 1,450 cap is history. Plan around your server's cap, not this one.
- Both season reward muuns are unobtainable. The claim windows closed in 2022.
- The Shining Tail is the 4th Guardian, not the last. Upgrade through it rather than settling on it.
- Enchantment is the 5th earring, not the final one.
- Burning Kethotum is optional if high exp carries you past 1,160 before you need a farm there.
Not superseded: the two classes, the Bond, the Elf's attack and support split, the Fairy Shields, and all six client changes.
What to do about Season 17
- If you want a caster, Lemuria is the gentler start and Kundun Mephis the harder hitter, and the choice is not reversible.
- With a regular duo partner, run one of each. The Bond is free damage for the whole party.
- Do not stall in Burning Kethotum for Brilliant armour if the upgrade chain is within reach. It runs at 100%.
- Check which element your Guardian resists before you touch an elite zone. Walking in without it is how people decide elite zones are broken.
- Take the Shining Tail base item to +15 before upgrading. A failure costs the materials and resets the Guardian to +0.
- Wear both earrings, or accept that you are leaving the set option on the table.
- Press Ctrl + V once so you know where your event inventory lives. Our custom jewel system makes that window matter.
Our server runs Season 22 on the latest server files, opens on 30 October 2026, and has high exp, stats capped at 32,700, events and mini-bosses all day, and a custom jewel system. Make an account and pick one of the two classes Season 17 gave you. The guide index runs the whole sequence.
- Permanent: Kundun Mephis and Lemuria are on your creation screen, with gear ladders running the full length of the game.
- Free damage: one of each class in a party fires the Bond, 130% for the pair and 115% for everyone else.
- On your route: Manticore weapons at level 1,200 and Celestial Brilliant armour at 1,300, both upgraded at a flat 100%.
- Three maps, one curve: Old Kethotum at 700, Burning Kethotum at 1,160, the Kanturu Underground Facility at 1,190.
- Check your Guardian: elite zones land their debuff pair on every hit, and only elite resistance blunts it.
- Still the Elf's shape: Agility shoots, Energy supports, and the Fairy Shields exist for the Energy half.