MU Online Season 18 Guide

Two parts, 2022 to 2023, judged from the Season 22 end of the game

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A Season 22 character is largely built out of Season 18. The hexagonal slot in your equipment window, the two mastery tiers your gear is climbing toward, the 20:00 boss call, the menu holding every wing recipe, and the Combat Power line on four melee classes all arrived across 2022 and 2023. Its level cap did not survive. This guide sorts it into what you still feed, what you still climb, and what has moved on.

Why a 2022 patch describes your current character so well

Season 18 shipped in two halves and spent most of its budget on things that get inherited rather than outgrown: a new equipment slot, two mastery tiers, an earring, a Guardian, two repeatable fights, a pass, a crafting window, a melee stat. Slots, windows and stat lines are inherited; the level bands and the cap it raised are not, which is why the patch note reads like your client while its 1,550 ceiling describes nothing. Season 19 built on this rather than replacing it.

The whole season, triaged against a Season 22 server:

What Season 18 addedStanding in Season 22Where you meet it
The Artifact slot and Spider ArtifactsCore, the newest gear you ownLevel 800
Brilliant, the 8th mastery weaponsCore, a rung you climb throughLevel 1,300
Crimson Flame Apocalypse, the 9th mastery armourCoreLevel 1,400
Earring of Bond and the Ur GuardianCore accessory and mount900 / 950 and 1,200
Ignis Volcano and Bloody TarkanOn the route, with elite zones1,220 and 1,250
Boss Battle Together and BarkaThe daily rotation800 and 1,000
Season Pass, Mastery Soul Crystal, Tempest MuunLive, and the part servers rewriteAny level
The wing and cape crafting windowInherited wholeYour first wings
Combat Power on four melee classesInherited, in the damage formulaYour first stat point
The Illusion KnightOn the creation screen, no unlockLevel 1

Artifacts: the slot you are still filling

A Spider Artifact beside the hexagonal board it slots into
The board on the right is what you still look at when you regear.

This is the addition that changed the shape of a character sheet: not a new item line in an existing slot but a slot that did not exist, with its own board and rules. Each Artifact is a puzzle piece of joined hexagons, and the hexagon count is its type number. Two of the same type cannot share the board, which makes the slot a jigsaw rather than a shopping list.

The failure behaviour is the line that matters: this is not a gamble the way enhancing a weapon is.

RuleWhat it means for you
Where it is enhancedChaos Goblin in Noria, with an Enhancement Stone and zen, to +15
What a failure costsOne step down. The item is never destroyed, so pushing one is safe
Breaking one downHands back 1 Artifact Enhancement Stone
Making oneJewel of Creation ×50 and 10,000,000 zen at 80%, 30 attempts in one go
Level to wear one800 for every Spider Artifact, types 1 to 7 alike
Where the materials come fromArtifact Fragments and Enhancement Stones, from the Barka time attack
Filling the boardA complete set pays all stats +100 over the individual pieces
Spider Artifact pieces, one hexagon up to five
One hexagon is type 1, five is type 5. The shape says which slot it competes for.

The Spider Artifact is the first family. Each type draws one option at random from its own pool, starting in the 1 to 10 range; the last column is the ceiling at +15.

TypeHexagonsPool it rolls fromCeiling at +15
11Defence, defence success rate, base defence, damage decrease106 / 106 / 78 / 78
22Strength, agility, vitality, energy, command56 whichever it rolls
33Max life, max mana, max AG, max SD158 whichever it rolls
44Excellent damage, critical damage, attack speed, skill attack power78 / 78 / 20 / 56
55Elemental defence and attack power, elemental defence and attack success rate56 / 56 / 106 / 106
66The curse power group56
77Rare, and published without values–

Outcomes inside a pool are not equal: a type 3 hands over 158 max life or mana, more than any other piece, while a type 4 rolling attack speed caps at 20 where excellent damage caps at 78. Reroll by making more, not by enhancing harder.

The mastery ceiling Season 18 raised

Four upgrade steps arrived, and they are one errand four times: take a maxed previous-tier item, buy a Ruud material from Priest James in Elbeland (32, 239), add jewels, hand it in.

The Brilliant Anvil and the Soul of Apocalypse, the two Ruud materials
Both materials are bought with Ruud, not farmed.
What you are makingWorn atBase itemMaterial and priceJewels: Bless / Soul / Chaos / CreationRate
Brilliant weapon or shield, 8th mastery1,300Manticore weapon or shield, +11 / 16 optionsBrilliant Anvil, 100,000 Ruud30 / 30 / 1 / 1100%
Crimson Flame Apocalypse armour, 9th mastery1,400Celestial Brilliant armour, +11 / 16 optionsSoul of Apocalypse, 50,000 Ruud30 / 30 / 1 / 1100%
Earring of Bond, 6th mastery earring900 left, 950 rightEarring of Fascination, +11 to +15Crafting Mould of Bond, 25,000 Ruud20 / 20 / 1 / 160 to 100%
Ur, the 5th Guardian1,2004th Guardian, +11 to +15Seal of Ur, 50,000 Ruud20 / 20 / 1 / 160 to 100%

The mastery tiers go to the Chaos Goblin in Noria (180, 99) and cannot fail. The earring and Ur go to the Trainer in Lorencia (122, 110) and can, on one shared scale.

Enhancement on the base itemChance it takes
+1160%
+1270%
+1380%
+1490%
+15100%

Brilliant, and what carries across

All eighteen Brilliant weapons and shields laid out
Eighteen entries, every class covered, one gate of 1,300.

Nothing is lost in the step up: item type, Luck and the Excellent options carry across. All eighteen share one Excellent block: excellent damage rate +10%, attack or magic speed +7, life and mana of a stat-eighth per kill, +2.8 per 20 levels, a flat +80 attack power or wizardry. Sorted by class, not by announcement order.

ClassWeaponAttack powerSpeedStat gate
Dark KnightBrilliant Sword750–76340Str 1,006 or Ene 936 / Agi 327
Dark KnightBrilliant Shielddefence 98, rate 125–Str 245 or Ene 950 / Agi 189
Dark LordBrilliant Scepter823–84340Str 710 / Agi 166
Dark Wizard, Magic Gladiator, Kundun MephisBrilliant Staff265–276, wizardry 172%30Str 308 / Agi 106
ElfBrilliant Bow1,104–1,13755Str 206 / Agi 1,204
ElfBrilliant Quiver669–69060Str 199 / Agi 1,190
ElfBrilliant Fairy Shielddefence 105, rate 122–Str 94 / Ene 926
Grow LancerBrilliant Lance508–52940Str 448 / Agi 320
Gun CrusherBrilliant Magic Gun348–362, wizardry 140%50Str 379 / Agi 322 / Ene 852
Kundun MephisBrilliant Magic Bookwizardry 73%30Agi 192 / Ene 494
LemuriaBrilliant Orbwizardry 174%30Str 171 / Agi 87 / Ene 474
Magic GladiatorBrilliant Magic Sword748–758, wizardry 93%45Str 743 / Agi 458 / Ene 164
Magic GladiatorBrilliant Magic Two-Hand Sword1,008–1,058, wizardry 93%45Str 743 / Agi 458 / Ene 164
Rage FighterBrilliant Claw654–67035Str 595 / Agi 199
Rune WizardBrilliant Rune Mace223–234, wizardry 146%50Str 294 / Agi 113 / Ene 1,108
SlayerBrilliant Short Sword723–79045Str 341 / Agi 1,081
SummonerBrilliant Stick245–262, wizardry 163%30Str 278 / Agi 112
SummonerBrilliant Bookcurse power 157%50Agi 206 / Ene 760

Both shields roll max life and mana +308 with damage decrease 84, and the Fairy Shield keeps its support-Elf line at elemental defence improvement 40%. Only the Magic Gladiator has a real choice: the two-hand sword adds some 300 attack power at the same gate.

Crimson Flame Apocalypse, sorted by who gains most

Crimson Flame Apocalypse sets on four classes
The 9th mastery tier, worn from 1,400.

The 9th tier keeps class, slot, Luck and the all-stats option from the Celestial Brilliant set it is made from, and Excellent Apocalypse pieces drop raw in both new maps, so crafting is not the only route in.

ClassDefenceTotal
Dark Knight (Conviction)510 / 532 / 523 / 5092,074
Dark Knight489 / 513 / 503 / 4881,993
Slayer493 / 507 / 500 / 4741,974
Magic Gladiator (knight)512 / 487 / 481 / 4861,966
Magic Gladiator (wizard)509 / 483 / 477 / 4821,951
Elf (attack)484 / 490 / 486 / 4751,935
Rage Fighter464 / 492 / 482 / 4711,909
Kundun Mephis477 / 482 / 476 / 4741,909
Rune Wizard474 / 483 / 479 / 4701,906
Gun Crusher470 / 484 / 478 / 4741,906
Lemuria474 / 485 / 475 / 4591,893
Dark Lord466 / 487 / 474 / 4631,890
Summoner471 / 483 / 474 / 4621,890
Dark Wizard469 / 477 / 474 / 4631,883
Grow Lancer460 / 472 / 469 / 4611,862
Elf (energy)402 / 409 / 403 / 3911,605

Defence is not why you make the set. The bonuses are, and the fourth piece is where they concentrate.

PiecesWhat switches on
2Mastery skill attack power, mastery main stat
3Double damage rate +18%, mastery attack power or wizardry
4Mastery critical and excellent damage, ignore enemy defence +9%, mastery all stats, mastery base defence, critical and excellent damage rate +20% each, triple damage +12%, mastery max life, mastery damage decrease, and the line this tier introduced, mastery enhanced skill damage

The Conviction, or Faith, Knight set is scored differently: critical and excellent damage rate +45% each, Solid Protection party attack power +290, vitality +400, defence +270, triple damage +9%. It also tops the table, so it is the set for a party's wall.

The Earring of Bond and the Ur Guardian

The left and right Earring of Bond with the Crafting Mould of Bond
Two items, fifty levels apart.

The earring is two items fifty levels apart, so you wear half a set for a long stretch. Each side rolls one to three options from its own list: life and mastery damage left, rates and speed right.

SideWorn atAttack, wizardry or curse powerElemental defenceRolls one to three of
Left900330–333300Max life +1,000; skill attack power +27; mastery attack or wizardry +110; mastery excellent or critical damage +185
Right950370–373358Max mana +1,000; excellent or critical damage rate +9%; AG recovery +10; attack speed +7

Wear both and the set option adds ignore enemy defence 6%, all stats +9, mastery damage +80. Ur is the fifth Guardian, worn at 1,200, with a recoloured Ur (Rare) at a low rate from the same combination.

Option blockWhat it holds
Base, alwaysMovement speed, attack speed +7, defence +290
Normal, one to threeElemental attack power +241; elemental defence +241; defence +5.0 per 20 levels; attack, wizardry or curse power +5.0 per 20 levels, both capped at level 1,100
Elite resistance, exactly oneFire, water, earth, wind or dark

A successful upgrade rerolls the normal options and always the elite resistance, which you do not choose. That matters: elites in both new maps debuff on every hit, and this mount blunts them.

Ignis Volcano and Bloody Tarkan, read side by side

Both maps were drawn for the top of this season's range and arrive close together on a high exp server. They are near-twins, so one comparison beats two descriptions. The volcano above Vulcanus was the nest of a dragon called Ignis, which killed itself rather than be hunted; deep Tarkan holds the failed Kanturu experiments, on sand that runs blood red for no reason anyone found.

The Ignis Volcano map with its spawn zones
Ignis Volcano, still burning long after the dragon died.
The Bloody Tarkan map with its spawn zones
Bloody Tarkan, where the sand turned red and the Kanturu failures roam.
 Ignis VolcanoBloody Tarkan
Level to enter1,2201,250
Level the penalty stops1,2501,280
Walk in fromVulcanus (33, 15)Tarkan (110, 231)
Or move for50,000 zen50,000 zen
Monster levels640 to 650675 to 680
Residents that shootOne of threeTwo of four
What you are there forExcellent Apocalypse armour, Brilliant Chaos Charm fragmentsExcellent Apocalypse armour and socket necklaces
Elite zonesFive, one per elementFive, one per element
Elite line-upAll three residents, all at level 650All four, at their ordinary levels

Thirty levels separate the gates, so the volcano really is first. Read the penalty line, not the entry line: entering at the minimum costs thirty levels of reduced experience to save a short wait.

The three Magma monsters of Ignis Volcano
Magma Gladiator, Hook and Shaman, levels 640 to 650.
The four Bloody monsters of Bloody Tarkan
The Bloody line tops the pair out at level 680.

All seven in one ladder. Two of them eat your resources rather than your life.

MonsterMapLvReachWhat it takes off you
Magma GladiatorIgnis Volcano640Melee–
Magma HookIgnis Volcano645Melee–
Magma ShamanIgnis Volcano650Ranged, area attacks200 mana a hit
Bloody MutantBloody Tarkan675Melee–
Bloody Bloody WolfBloody Tarkan678Melee–
Bloody Beam KnightBloody Tarkan680Ranged–
Bloody TantallosBloody Tarkan680Ranged250 mana and 10 AG a hit

A caster or skill-spam build parked in front of a Shaman or a Tantallos runs dry rather than dying, a gearing problem.

Five elite zones per map, one per element. Every elite debuffs on 100% of its hits, so elite resistance on your Guardian is close to mandatory. Bloody Tarkan's elite drops are the standard set: Elite Option Change Fragments, Sealed Armour Fragments, Golden Emblems, Elite Guardian Enhancement Stones, Jewel of Harmony.

ElementIn Ignis VolcanoIn Bloody Tarkan
Fire171, 4029, 48
Water30, 135234, 221
Earth105, 3786, 109
Wind47, 22330, 217
Dark214, 196228, 27

The two things Season 18 put on your daily list

A Barka time attack map
Barka is the quieter of the two, and the one that feeds your board.

One is a server-wide fight at a fixed hour, the other a solo run whenever you like. They pay for different things, so the question is whether you do both.

 Boss Battle TogetherBarka
WhenEvery night at 20:00, entry open from 19:55Once a day, at any hour you like
WhereEvery channel but Loren Market, Event Map Square and Castle SiegeIts own instance, one of 7 layouts at random
Who gets inLevel 800, 4th class change doneLevel 1,000
How you get inA Boss Battle Together Entry Ticket, from monsters level 200 and upRight-click a Barka Entry Ticket, then talk to Aide Jerint
Other cost10,000,000 zenNone
CompanyEveryone on your channelSolo
Clock5 minutes to kill 2 bosses10 minutes for three or four areas and the final zone
DyingNo penalty. You respawn in the safe zone inside the boss zone–
AutomationYour usual MU HelperA dedicated Barka MU Helper on the Home key; the normal one is off
What qualifies you for a reward1,000,000 accumulated damageClearing the map
PayoutA Jewel of Harmony Box, 3 to 5 jewels, plus a Bonus BoxA Spider Artifact Fragment or an Artifact Enhancement Stone
ExtraTwo missions pay 2 more Bonus Boxes each: highest damage, last hit–
DeliveryGremory CaseGremory Case, 7 days

Read the damage threshold twice: Boss Battle Together pays for participation above a floor, not for kills, so a mid-geared character who turns up and keeps attacking earns the same base boxes as whoever finishes a boss. The Bonus Box holds the Sign of Trial and a +0 Radiant Orb (I). Barka is the one wired to the Artifact board. On our Season 22 server events and mini-bosses run all day, so a fixed 20:00 call is one entry in a busy calendar.

Season Pass, soul crystals and the Tempest Muun

The Season Pass notification in the game HUD
A 28-day cycle of daily missions, twenty pass levels to climb.

This is the part servers rewrite most, so treat the mechanics as the shape and not the content. The pass runs 28 days at a time, daily missions feed it, the ceiling is pass level 20, missions reset at 00:00, and claims land in the Gremory Case Character tab for 7 days. The pass belongs to the character, so a transfer carries its level and tickets along.

GradeWho has it
MU PassEvery character that logs in
Gold PassA character that used a Gold Pass voucher
Premium PassA Gold Pass character that then used a Premium Pass voucher

One pass buff still shapes where you hunt: the Mastery Soul Crystal drops crystals as you kill, and which one depends purely on the map under your feet.

Crystal you wantMap that drops it
Dark Angel's Soul CrystalNixie Lake
Holy Angel's Soul CrystalSwamp of Darkness
Awakening Soul CrystalKubera Mine
Frost Soul CrystalScorched Canyon
Ancestral Soul CrystalArnil Temple
Manticore's Soul CrystalBurning Kethotum
Brilliant Soul CrystalIgnis Volcano

You may collect 100 a day, and a [Bound] Mastery Soul costs 2,500 crystals plus Bless ×10, Soul ×10, Creation ×10, Chaos ×1 and 1 billion zen, at 100%. That is a twenty-five day project, so the daily cap is the price.

The muun inventory window showing muun level and grade colour
The Tempest Muun took over from the Premium line; old eggs and boxes still hatch.

The Tempest Muun rolls one of two options, skill attack power or attack, wizardry and curse power, and its value depends on your level and the muun's. By muun level, with the multiplier beside it: the level bands are worth a point or two, the muun's own level is worth everything.

Muun levelMultiplierSkill attack, 1–400401–800801+Attack line, 1–400401–800801+
Lv 15×91011141516
Lv 27×111213161718
Lv 39×131415181920
Lv 411×151617202122
Lv 513×171819222324
Evolved20×192021242526

Evolving is the whole decision. A level 5 muun and an evolved one differ by two points of base value and seven multiplier steps, and the option otherwise applies Wednesday through Sunday only, where an evolved muun applies it every day of the 30.

The crafting window you have never seen the old version of

The consolidated wing and cape crafting window
Every wing and cape recipe in the game, in one tree.

Pure inheritance, and on this page because most players assume it was always like this. Wing recipes used to be scattered through combination menus. Now the [Equipment Enhance/Craft] button on the Chaos Goblin in Noria (180, 102) opens one tree: 1st through 4th wings, the Wing Relic steps, bound and monster wings and the Wings of Conqueror, each with its own page of materials and rates.

The four Wing Relics, one per wing tier
One relic per wing tier, the intermediate step.

Wing Relics came with it, one per wing tier. They stack 50 to a slot and move through personal trade, the personal store and the warehouse, but cannot be dropped or sold to an NPC.

Combat Power, and why four classes hit differently after this season

Season 18 gave Dark Knight, Magic Gladiator, Rage Fighter and Slayer a stat the others do not have: Combat Power (%), which raises attack power and skill attack power at a set ratio, for skills that use attack power. It comes from stat points and from weapon options.

ClassStats that feed Combat PowerWeapon it needs
SlayerAgilityShort sword
Rage FighterAgility, VitalityClaw
Magic GladiatorStrength, AgilityOne-handed or two-handed sword
Dark KnightStrengthOne-handed sword

The weapon column bites: a Dark Knight holding a two-handed sword gets none from it, while a Magic Gladiator gets it from either. Socket, mastery, Archangel's Absolute and Blessed Archangel's Absolute weapons all carry the option, so the stat arrives well before mastery gear. Alongside it came buffs you still feel: Blow costs 3 AG, Spiral Charge gives more attack power, the Rage Fighter master tree adds attack success rate and weapon enhancement, and Dark Side moved to 2 damage counts, 2 tiles and 2 targets. The damage formula for all four was corrected.

The Illusion Knight, judged as a class pick

Zakard, the Illusion Knight added in Season 18
Zakard: made as Kundun's avatar, discarded, now hunting him.

The headline of the season and, for a Season 22 player, the least urgent part of it: it sits on the creation screen with no unlock condition and waits. What should decide it is how the class plays, an Agility knight with ordinary defence and high attack power who copies his right-hand sword into his left and fights with blade aura.

The story explains the kit. Zakard was made as an avatar of Kundun but, descended from the Magic Gladiator line and able to use neither magic nor magic sword, was never acknowledged as one. He found his gift mid-spar, blocking a blade with an empty hand and finding an illusion of his own sword in it. Kundun later left him to die near Lost Tower; he survived and cut his way out through Balrog.

At creationIllusion Knight
Class ladderIllusion Knight → Mirage Knight → Illusion Master
UnlockNone, available by default
Starting townLorencia
Str / Agi / Vit / Ene25 / 28 / 15 / 10
Life / mana100 / 20
Set partyIllusion Knight, Magic Gladiator, Elf
Where you shop firstBlacksmith Hanz in Lorencia; skill orbs from the tavern madam or Pasi
The five Illusion Knight skill icons
Five skills, four of them gated on Agility.

One skill unlocks on level, four on Agility, which settles how you spend points.

GateSkillWhat you get
Level 25Illusion BladeMirrors your right-hand sword into the left for a large attack power gain. Dropped by unequipping the weapon or right-clicking the icon
Agility 80Charge SlashA fan of sword energy. Inside 4 tiles he cuts where he stands; past that he closes first
Agility 650Wind GlaiveThrows whirlwind-shaped sword energy straight ahead
Agility 900Illusion AvatarA copy of you charges nearby monsters. It vanishes if it wanders far, ignores players in PvP, and is blocked in Chaos Castle
Agility 1,150 plus Wind Glaive mastery 10PBlade StormA storm of illusion blades over a wide area
Illusion Blade, Charge Slash and Wind Glaive being used
The first three. Illusion Blade stays up at all times.
Illusion Avatar and Blade Storm being used
The late pair, both gated on Agility.

Illusion Blade is the class: losing it to a weapon swap or a stray right-click costs most of your damage. Illusion Avatar is blocked in Chaos Castle and inert in PvP, so it is a farming tool.

Blades, sorted by what they hit for

Illusion Knight blades from Silver Blade to Manticore Blade
Twelve of his own, plus the Kris, Short Sword, Blade and Double Blade he shares.

In attack power order rather than release order, which exposes one item: Archangel's Absolute Blade needs no level and still out-damages the level-400 Blood Blade by a hundred points, gated by Agility 530 instead.

BladeAttack powerSpeedLevelStat gate
Silver Blade55–6535–Str 74 / Agi 128
Xeno Blade85–9535–Str 147 / Agi 377
Dragon Blade125–15540380Str 199 / Agi 718
Blood Blade150–18040400Str 243 / Agi 824
Archangel's Absolute Blade255–26545–Str 320 / Agi 530
Blood Angel Blade325–33045400Str 282 / Agi 912
Dark Angel Blade375–38545600Str 297 / Agi 963
Holy Angel Blade420–43545800Str 315 / Agi 1,016
Soul Blade496–49945900Str 330 / Agi 1,052
Blue Eye Blade562–572451000Str 351 / Agi 1,093
Silver Heart Blade628–637451100Str 362 / Agi 1,102
Manticore Blade694–705451200Str 362 / Agi 1,102

The top two share a stat gate, so the last step costs only the level. Nor is the Manticore Blade the end: at +11 with 16 options it is the base item for the Brilliant line above.

Capes and armour

The four Illusion Knight capes
Four capes, the last of them adding attack power to its defence.
Worn atCapeDefenceDamage increaseDamage absorb
Level 150Steel Cape2012%12%
Level 210Pitch-black Cape4532%25%
Level 400, 3rd class changeCape of Resolve6039%39%
Level 800, 4th class changeCape of Hatred140, plus attack 10055%43%
An early Illusion Knight armour set
The bottom of the ladder, a socket set from level 380.
Brilliant Illusion Knight armour at level 1,300
And the top, the Brilliant tier at 1,300.

The ladder runs from a level-380 socket set to the mastery tier, defence listed helm, armour, pants, gloves, boots. The gap between the 400 and 1,000 tiers is not an error: the class was slotted into ladders other seasons built.

LevelSetDefence
–Illusion Knight Scale15 / 20 / 19 / 10 / 12
–Illusion Knight Iron Plate20 / 27 / 25 / 15 / 17
–Black Origin55 / 62 / 60 / 50 / 52
400Blood Angel75 / 90 / 85 / 70 / 72
1,000Blue Eye Illusion Knight292 / 300 / 298 / 283 / 286
1,100Silver Heart Illusion Knight340 / 350 / 347 / 332 / 335
1,200Manticore Illusion Knight380 / 390 / 386 / 377 / 379
1,300Brilliant Illusion Knight432 / 440 / 435 / 419 / 424

Each tier also has a four-piece version holding the real bonuses, topped by Celestial Brilliant Illusion Knight at 1,300: mastery skill attack power +16, mastery Strength +25, double damage rate 18%, mastery attack power +49, ignore enemy defence 9%, critical and excellent damage rate +20% each, triple damage +10%. It is also what feeds the Crimson Flame Apocalypse upgrade.

The cap raises, and the two muuns attached to them

The two Season 18 level reward muuns
Both muuns multiply their base ability twenty times over.

The ceiling moved in both halves, each raise paying a muun to players who reached the milestone below. Both are far behind a Season 22 character.

Cap raiseMilestone rewardedMuunBase ability
Part 1, 1,450 to 1,500Level 1,450Illusion Knight ZakardSkill attack power +15
Part 2, 1,500 to 1,550Level 1,500Rage FighterElemental defence +10

Both boxes arrive through the Gremory Case with a 30-day claim window and 14 days of validity once claimed, and both muuns multiply their base ability 20× for 30 days. The claim timer is the part that carried forward.

What Season 18 no longer means

  • The 1,550 cap is gone, and the two reward muuns with it.
  • 1,220 and 1,250 are no longer the top of the map list, only a stop on the way.
  • Brilliant and Crimson Flame Apocalypse are not the last tiers. More were added above them.
  • The Spider Artifact is the first family, not the only one. The slot and its rules are the durable part.
  • The Premium Muun line ended here and the Tempest Muun replaced it, though old eggs and boxes still work.
  • Pass contents are whatever your server made them. The cycle and the Gremory Case delivery travel; the reward list does not.

Not superseded: the Artifact slot, the wing-crafting tree, Combat Power, the nightly boss call, the Illusion Knight.

What to do about Season 18

  • Fill the Artifact board before optimising it: failures step down, and a full set pays all stats +100.
  • Run Barka daily until your hexagons are full. It is the supply line, and it takes ten minutes.
  • Be in position by 19:55 for Boss Battle Together. The gate is accumulated damage, not the kill.
  • Push a base item to +15 before converting: from +11 the earring and Ur fail 40% of the time.
  • Enter the new maps at 1,250 and 1,280, not at the entry level, with elite resistance on your Guardian and mana for the Shaman and the Tantallos.
  • On an Illusion Knight, pour points into Agility and never let Illusion Blade drop.
  • Evolve a Tempest Muun rather than levelling a second: evolution means 20×, every day.

Our server runs Season 22 on 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 start filling that board.

Season 18 on a Season 22 server
  • Still core: the Artifact slot, the Brilliant and Crimson Flame tiers, the Earring of Bond and Ur.
  • Artifacts are the durable idea: hexagon pieces, one per type, +15 ceiling, no destruction on failure.
  • Barka feeds the board in ten minutes; Boss Battle Together pays on accumulated damage, not on the kill.
  • Enter Ignis Volcano at 1,250 and Bloody Tarkan at 1,280, not at the entry levels, with elite resistance.
  • Combat Power is weapon-specific: a two-handed sword gives a Dark Knight none.
  • The Illusion Knight needs no unlock, scales on Agility, and is nothing without Illusion Blade up.