Most seasons on this site describe content you walk past. Season 20 is recent enough that almost none of it has been retired: its class is still on the character screen, its Legendary tier is still the layer above 10th Mastery, and its two hunting grounds still wait at level 1,500. So this is a plan rather than a changelog: which parts you will touch, when you meet them, and the few lines of the 2024 – 2025 notes already overtaken.
Why a two-year-old patch is still your ceiling
Season 20 did four big things and a pile of small ones. It added the Alchemist, a magic class built on transmutation. It put a tier called Legendary above 10th Mastery, so a finished Lightning item stopped being the end of the line. It opened two hunting grounds, the Kardamahal Underground Temple and the Swamp of Ruin, and lifted the cap from 1,650 to 1,700. Around that it rebuilt the Rune Wizard on a new stat, made Tauros the 7th Guardian and the Frigid Earring the 8th mastery earring, and tidied the interface.
The structural pieces are the ones that survive. Classes, gear tiers and maps are additive, so nothing removed the Alchemist and your best items still turn into Temple Guard gear. Unlike Season 5, this is not a museum exhibit; it is the part of the game you have not reached yet.
Where Season 20 lands on your route
Nothing here is early content. Read the table as a schedule: the left column is where you are, the right column is whether to stop.
| At this point | Season 20 content you unlock | Stop for it? |
|---|---|---|
| Character creation | The Alchemist, available by default in Elbeland | Only if you want to play her |
| Level 380 (Alchemist) | Confusion Stone, the party skill the class exists for | Yes, it changes how you are invited to parties |
| Levels 400, 800, 1,200 | Alchemist 3rd, 4th and 5th wings | Yes, on the usual wing schedule |
| Any level with a +11 Leviathan | Tauros, the 7th Guardian | Yes, if your Leviathan is already pushed high |
| Level 1,000, then 1,050 | Frigid Earring, left half then right half | Yes, once you hold a Verdant pair |
| Level 1,450 | Level 5 Monster Soul Converter becomes the recommended tier | Only if you convert souls |
| Level 1,500 | Kardamahal Underground Temple, and every Temple Guard item becomes wearable | Yes. This is the real gate of the season |
| Level 1,550 | Swamp of Ruin opens, and Kardamahal's penalty level is behind you | Yes, it is the better farm of the two |
| Levels 1,600 and 1,650 | Achievement muuns delivered through the Gremory Case | Yes, they cost nothing |
| Level 1,700 | The cap as Season 20 left it | Check your own server's cap |
The Alchemist, and whether to roll one

The Alchemist is a caster who fights with a wand in the right hand and an elixir in the left, scales her skill damage off Energy, and carries more defence than the other magic classes. She is available from the character screen with no unlock quest, so you can try her on a fresh account tonight.
Her story is set in Elbeland. Lea was turning matter into gold by the age of nine and gilded so much of her village that word reached Kundun, who invaded, killed her parents and tried to take her. She escaped, and at sixteen left to destroy him. She has not transmuted gold since.
| Alchemist | Detail |
|---|---|
| How you get her | Available by default, no unlock condition |
| Starting village | Elbeland |
| Damage stat | Energy |
| Starting HP / MP | 110 / 80 |
| Starting stats | Str 15, Agi 20, Vit 23, Ene 25 |
| Class ladder | Alchemist → Alchemic Magician → Alchemic Master → Alchemic Force → Creator |
| Her set party | Alchemist, Grow Lancer and Rune Wizard |
| Shops in Elbeland | Lea (29, 236) for low level armour, Marce (36, 219) for low level weapons and the four skill books |
Those starting figures are the only numbers here that a high-exp server erases completely. With stats capped at 32,700 on our Season 22 server, 25 Energy is a rounding error and so is every Energy requirement in her gear tables below. She also borrows part of the Dark Wizard's spell list.
The four transmutation skills

Her own list is short: three skills kill things and one changes the maths of a hunting ground. Energy is the learning requirement, and the gate column is what you need alongside it.
| Skill | Energy | Other gate | Cooldown | What it does for you |
|---|---|---|---|---|
| Angel Homunculus | 70 | None | None | Two homunculi are transmuted and fight on your behalf, striking several targets at once |
| Ignition Bomber | 680 | Alchemic Magician | None | A rune circle erupts in fire pillars and burns everything standing inside it |
| Countless Weapon | 1,025 | Alchemic Master, Ignition Bomber learned and 10 points in its enhancement | None | Thrown blades of energy scatter across the targets packed around you |
| Confusion Stone | 850 | Level 380 | 5 minutes, for a 5 minute effect | One extra field monster is summoned for the whole party |
Confusion Stone is the entire argument for the class, so read its small print first. Only one stone is active per party, so a second Alchemist adds nothing. The summoned monster vanishes in roughly a minute if nobody kills it, which makes the skill worthless in a party that is not already clearing fast. And the experience it hands over scales with your alchemy rate, which grows with Vitality and tops out at 100%, so a no-Vitality Alchemist runs her signature skill at a discount.
Gearing an Alchemist, from Amber to Legendary


Her wand and her elixir are upgraded as a matched pair and share one tier ladder with her armour, so there is no reason to read them as three lists. Every wand swings at speed 35 and every elixir at speed 30, at every tier, which is why speed is not a column. The four early sets, Spirit, Holy Spirit, Red Spirit and Radiant, carry no published defence, so the armour column starts at Dark Angel.
| Tier | Wand magic | Wand % | Elixir magic | Elixir % | Excellent armour defence (helm / armour / pants / gloves / boots) |
|---|---|---|---|---|---|
| Amber | 52 ~ 60 | 65% | 50 ~ 59 | 22% | — |
| Morganite | 65 ~ 70 | 75% | 63 ~ 68 | 23% | — |
| Blood Angel | 83 ~ 85 | 92% | 82 ~ 84 | 30% | — |
| Dark Angel | 109 ~ 115 | 102% | 107 ~ 113 | 33% | 124 / 137 / 127 / 116 / 120 |
| Holy Angel | 141 ~ 147 | 114% | 140 ~ 146 | 43% | 177 / 192 / 184 / 171 / 174 |
| Soul | 156 ~ 169 | 126% | 155 ~ 168 | 49% | 231 / 241 / 235 / 219 / 223 |
| Blue Eye | 179 ~ 192 | 136% | 178 ~ 191 | 55% | 275 / 292 / 280 / 266 / 271 |
| Silver Heart | 202 ~ 216 | 148% | 201 ~ 215 | 62% | 324 / 338 / 327 / 316 / 320 |
| Manticore | 224 ~ 239 | 161% | 223 ~ 238 | 68% | 372 / 387 / 377 / 364 / 367 |
| Brilliant | 247 ~ 261 | 174% | 246 ~ 260 | 74% | 423 / 427 / 424 / 417 / 422 |
| Apocalypse | 270 ~ 284 | 186% | 269 ~ 283 | 80% | 473 / 477 / 474 / 471 / 472 |
| Lightning | 291 ~ 305 | 199% | 289 ~ 303 | 86% | 526 / 530 / 528 / 520 / 522 |
| Temple Guard (Legendary) | 357 ~ 371 | 262% | 355 ~ 369 | 149% | See the class set table below |
Requirements are the other half of the ladder, and they flatten out early. From Silver Heart upwards the wand asks for nothing more, and from Manticore upwards neither does the elixir.
| Tier | Wand requires | Elixir requires |
|---|---|---|
| Amber | Str 68, Agi 33, Ene 137 | Agi 90, Ene 155 |
| Morganite | Str 78, Agi 37, Ene 186 | Agi 91, Ene 210 |
| Blood Angel | Str 93, Agi 35, Ene 300 | Agi 98, Ene 307 |
| Dark Angel | Str 97, Agi 42, Ene 367 | Agi 108, Ene 323 |
| Holy Angel | Str 99, Agi 44, Ene 413 | Agi 112, Ene 331 |
| Soul | Str 101, Agi 47, Ene 452 | Agi 114, Ene 344 |
| Blue Eye | Str 103, Agi 49, Ene 460 | Agi 117, Ene 350 |
| Silver Heart and above, Temple Guard included | Str 105, Agi 50, Ene 462 | Agi 119, Ene 352 at Silver Heart, then Agi 120, Ene 354 from Manticore on |
One wand ignores the ladder. The Blessed Archangel's Absolute Wand rolls 173 ~ 185 magic at 94% and asks only for Str 86, Agi 38 and Ene 148, which puts its power between Soul and Blue Eye on requirements below Blood Angel. If one crosses your path it is a free jump of several tiers.


Her Excellent armour has one quirk worth knowing: the stat requirement never changes. Every tier from Dark Angel to Lightning asks for Str 177 / 198 / 188 / 130 / 146, Agi 109 / 114 / 109 / 93 / 98 and Energy 790 / 804 / 776 / 755 / 769, so a tier upgrade is never blocked by your build. The four piece (set) versions carry higher defence and set options, with Triple Damage rate climbing from 2% on Soul to 14% on Lightning. Two socket sets exist too, Integrity at 380 and Justice at 400 socket.

Wings follow the normal class-change schedule, so there is nothing unusual to plan for. The one number that stands out is defence on the fifth pair.
| Wings | Needs | Defence | Magic | Damage increase | Damage absorb |
|---|---|---|---|---|---|
| 3rd — Wing of Tiger Eye | Level 400, 3rd class | 45 | — | 39% | 39% |
| 4th — Wing of Purity | Level 800, 4th class | 140 | 100 | 55% | 43% |
| 5th — Wing of Insight | Level 1,200, 5th class | 900 | 300 | 55% | 43% |
Damage increase and absorb stop improving after the fourth pair, so the fifth is bought for its defence and its magic. The Wing Core of Pure Insight adds +50 to wing attack, magic and curse power and mounts on either the Wing of Insight or the Wing of Inevitability.
Kardamahal and the Swamp of Ruin
These are the two maps at the top of the ladder, and on a Season 22 server they are where a finished character spends its evenings. Both are built the same way: an elemental field with a safe zone, five element-flagged elite pockets, and a drop list aimed at Legendary gear.


| Map | Entry level | Penalty level | Residents | Getting in |
|---|---|---|---|---|
| Kardamahal Underground Temple | 1,500 | 1,550 | Level 950, elites 960 | 50,000 Zen through the Move command window, or on foot through the portal at Kalutan 1 (210, 18) |
| Swamp of Ruin | 1,550 | 1,600 | Level 1,000, elites 1,010 | 50,000 Zen the same way, or the portal standing in the Swamp of Calmness safe zone (131, 117) |
Both maps are elemental, so MU Helper Plus can be pointed at the main or sub-main spot of whichever element you want. Monsters carry a defensive kit the older fields never had: Excellent Damage Rate resistance, Critical Damage Rate resistance, Damage Absorption, Debuff Rate resistance and a Shock stat. A safe zone exists and you are put back in it on entry, on death and on reconnect.
The Swamp of Ruin also explains its own monster names. Explorers picking over the Swamp of Calmness found statues, a plaza, an altar and a graveyard, but nobody living. They reassembled the shattered magic circle and lit it; instead of the usual light it threw up an ominous purple pillar and carried them to a vast dark island where the creatures they knew were crackling with far more power. The ones that had crossed to the swamp had weakened with the distance. On the island they had not.


Six monsters between the two maps, and the last column is the one to read.
| Monster | Map | Level | Elite | Extra type | How it hits you |
|---|---|---|---|---|---|
| Devil Sword | Kardamahal | 950 | 960 | — | One-handed sword in melee, catching up to 2 characters |
| Devil Scythe | Kardamahal | 950 | 960 | — | Full 360 degree scythe sweep, catching up to 4 |
| Devil Sorcerer | Kardamahal | 950 | 960 | — | Wide evil spirit skill on up to 5, and it drains their AG and MP |
| Shadow Master of Ruin | Swamp of Ruin | 1,000 | 1,010 | Nuke | Giant axe, close range only |
| Nephin of Ruin | Swamp of Ruin | 1,000 | 1,010 | Bolt | Ground slam sending a shockwave through up to 3 |
| Sapi Queen of Ruin | Swamp of Ruin | 1,000 | 1,010 | Area | Wooden arms whipping up to 5, and it drains their AG and MP |
Elite zones, and the debuff you cannot dodge


An elite pocket has its own flag at the entrance and its monsters are treated as bosses. They are immune to Divine Punishment, and every attack they land applies an elite debuff with 100% chance. The only thing that reduces it is the elite resistance option on your Guardian, which is why the Tauros section below matters to anyone who farms here.
Both maps use the same five elements and the same debuff pairs, so one table covers them. Keep the coordinates, because the flags are easy to miss.
| Element | Kardamahal entrance | Swamp of Ruin entrance | Debuffs that element inflicts |
|---|---|---|---|
| Fire | 26, 48 | 42, 17 | Bleeding, and attack power reduction |
| Water | 216, 60 | 227, 121 | Deadly poison, and attack power reduction |
| Earth | 46, 126 | 24, 211 | Bleeding, and attack speed reduction |
| Wind | 236, 132 | 206, 16 | Deadly poison, and defence reduction |
| Darkness | 237, 198 | 201, 218 | Bleeding, and defence reduction |
Kardamahal's elite zone did not last the season. It was removed and refilled with ordinary monsters at the same patch that opened the Swamp of Ruin's elite zone, so on current files the elite grind lives on the newer map. The Twisted Kalutan elite zone was retired a patch earlier, when Kardamahal first opened.
What the maps pay is the reason to be there. Kardamahal's ordinary monsters drop the Lightning Chaos Combination Amulet Fragment; the Swamp of Ruin's drop the Excellent socket pendant, the (Bound) Temple Guard Enhancement Stone and Excellent Temple Guard armour, which is why the Swamp is the better farm. Elites add a weekly-capped list, named slightly differently on each map.
| Elite drop | Named at Kardamahal | Named in the Swamp of Ruin | What you do with it |
|---|---|---|---|
| Option change material | Elite Option Change Piece | Elite Option Change Fragment | Fifty of them make an Elite Option Change Stone |
| Sealed armour material | Sealed Armour Piece | Sealed Armour Fragment | Fifty craft one part of Scratched Blood Angel armour, which then crafts a +13 Blood Angel piece with no Soul of Blood Angel needed |
| Guardian stone | Elite Guardian Reinforcement Stone | Elite Guardian Enhancement Stone | Reinforcing a Guardian |
| Golden drop | Golden Sentence | Golden Crest | Collection reward item |
| Shared on both maps | Garuda's Flame, Uriel's Feather and the Jewel of Harmony | Harmony refining and the usual high-end crafting | |
Legendary gear, the tier that moved the ceiling

Before Season 20 a +15, 16 option, 10th Mastery item was the end of the road. Now it is a material: feed it into the Chaos Goblin with the right anvil or soul and a Temple Guard item comes back, carrying two progression bars of its own. The craft itself never fails. The gamble moved from crafting to upgrading.
| You are making | What you feed in | Ruud material | Jewels | Zen | Rate |
|---|---|---|---|---|---|
| Legendary armour | A +15, 16 option, 10th Mastery set armour piece | Temple Guard Soul | Bless x30, Soul x30, Creation x1, Chaos x1 | 200,000,000 | 100% |
| Legendary weapon | A +15, 16 option, 10th Mastery Excellent weapon | Temple Guard Anvil | Bless x30, Soul x30, Creation x1, Chaos x1 | 500,000,000 | 100% |
| Legendary shield | A +15, 16 option, 10th Mastery Excellent shield | Temple Guard Anvil | Bless x30, Soul x30, Creation x1, Chaos x1 | 500,000,000 | 100% |
Armour costs less than half what a weapon does, and the four-piece block is where the big percentages live. Swords and staves need a specific anvil: Anvil (Wrath) for the Temple Guard Sword, Anvil (Faith) the Faith Sword, Anvil (Wizard) the Wizard Staff, Anvil (Magic) the Magic Staff and Anvil (White Wizard) the White Wizard Staff.

| Material | Where it comes from | Which step it belongs to |
|---|---|---|
| Temple Guard Anvil | Priest James, 150,000 Ruud | Crafting weapons and shields |
| Temple Guard Soul | Priest James, 75,000 Ruud | Crafting armour |
| Temple Guard Enhancement Stone | Kardamahal Underground Temple drop | Upgrading, at the slower rate |
| Shining Temple Guard Enhancement Stone | Cash shop | Upgrading, at the better rate |
Three option rules were rewritten with the tier. A stat option of All Stats +7 or +15 now rolls on Legendary weapons and shields. The Jewel of Life option is gone from Legendary Excellent and set gear. And Luck now means upgrade success rate +10% instead of Jewel of Soul success +25%, with the critical damage rate +5% half untouched, which on this tier makes it one of the most valuable options in the game.
Set defence changed shape too. It is a flat value instead of a percentage, 350 at upgrade level 10 rising to 600 at level 15, and it is read from the lowest upgrade level among the pieces you wear. One lagging piece caps the whole set.
Levels and stages: how Legendary upgrading actually works
A Legendary item carries two numbers where ordinary gear carries one. The upgrade level runs 0 to 15 and raises base stats as +1 to +15 always did. The upgrade stage runs 1 to 5 inside each level and adds a per-item effect, attack power on a sword, magic power on a staff. Stages come first: a stage-5 item is the only thing the level upgrade accepts.
| What you register | If it succeeds | If it fails |
|---|---|---|
| An item at stage 1 to 4 | Stage climbs by one | Stage drops by one, and never below stage 1 |
| An item at stage 5, upgrade level 0 to 14 | Upgrade level climbs by one and the stage resets to 1 | Upgrade level is kept and the stage resets to 1 |
Nothing is destroyed and no level is lost, but a failed level attempt throws away four successful stage attempts, so the fifteenth level costs far more stones than the first even though the printed rate never moves.
| Chaos Goblin entry | Materials per attempt | Base rate | Zen |
|---|---|---|---|
| Elite Equipment Upgrade | Shining Temple Guard Enhancement Stone x12 | 60% | 10,000,000 |
| Equipment Upgrade | Temple Guard Enhancement Stone x12, Jewel of Bless x1, Jewel of Soul x1, Jewel of Life x2 | 50% | 10,000,000 |
Twelve stones and ten million Zen at every level and every stage, with no scaling, which makes this the most predictable high-end system in the game. The Luck Amulet works as an optional support material; the Chaos Combination Amulet does not, and does not need to, because Legendary set equipment never disappears on a failure.
Temple Guard, class by class

Every name below is prefixed Temple Guard in game; it is dropped here to keep the numbers readable. All of them need 5th class and level 1,500. Rows are grouped by how the weapon fights rather than by patch order.
| Class | Weapon | Attack / magic | Required stats | Speed |
|---|---|---|---|---|
| Dark Knight | Sword | 946 ~ 961 | Str 1,006, Agi 327 | 40 |
| Dark Knight | Faith Sword | 946 ~ 961 | Str 52, Agi 327, Ene 936 | 40 |
| Magic Gladiator | Magic Sword | 946 ~ 956 / 110% | Str 743, Agi 458, Ene 164 | 45 |
| Magic Gladiator | Magic Two-Handed Sword | 1,290 ~ 1,340 / 110% | Str 743, Agi 458, Ene 164 | 45 |
| Dark Lord | Scepter | 1,067 ~ 1,091 | Str 710, Agi 166 | 40 |
| Rage Fighter | Claw | 852 ~ 872 | Str 595, Agi 199 | 35 |
| Grow Lancer | Lance | 680 ~ 707 | Str 448, Agi 320 | 40 |
| Slayer | Short Sword | 913 ~ 1,004 | Str 341, Agi 1,081 | 45 |
| Illusion Knight | Blade | 946 ~ 978 | Str 362, Agi 1,102 | 45 |
| Elf | Bow | 1,432 ~ 1,475 | Str 206, Agi 1,204 | 55 |
| Elf | Quiver | 844 ~ 863 | Str 199, Agi 1,190 | 60 |
| Gun Crusher | Magic Gun | 458 ~ 472 / 221% | Str 379, Agi 322, Ene 852 | 50 |
| Dark Wizard | Wizard Staff | 339 ~ 347 / 260% | Str 308, Agi 106 | 30 |
| Magic Gladiator | Magic Staff | 339 ~ 347 / 260% | Str 308, Agi 106 | 30 |
| White Wizard | White Wizard Staff | 339 ~ 347 / 260% | Str 308, Agi 106 | 30 |
| White Wizard | Magic Book | 225 ~ 235 / 148% | Agi 192, Ene 494 | 30 |
| Summoner | Stick | 317 ~ 343 / 239% | Str 278, Agi 112 | 30 |
| Summoner | Book | Curse 230% | Agi 206, Ene 760 | 50 |
| Rune Wizard | Rune Mace | 338 ~ 356 / 267% | Str 294, Agi 113, Ene 1,108 | 50 |
| Mage | Orb | 329 ~ 343 / 262% | Str 171, Agi 87, Ene 474 | 30 |
| Alchemist | Wand | 357 ~ 371 / 262% | Str 105, Agi 50, Ene 462 | 35 |
| Alchemist | Elixir | 355 ~ 369 / 149% | Agi 120, Ene 354 | 30 |

Three details do not fit in the table. The Alchemist pair also lists an attack success value, 150 on the wand and 80 on the elixir. Her requirements match the Lightning tier, so there is no stat wall into Legendary. And every Legendary weapon carries a fixed Excellent damage rate +10% plus one or two rolls from attack speed +7, life or mana on kill, attack power +3.4 per 20 levels, and attack power +97.

| Shield | Class | Defence | Defence rate | Required stats |
|---|---|---|---|---|
| Lord Shield | Dark Lord | 152 | 200 | Str 687, Ene 157 |
| Lancer Shield | Grow Lancer | 151 | 198 | Str 435, Ene 308 |
| Fairy Shield | Elf | 144 | 195 | Str 94, Ene 926 |
| Temple Guard Shield | Dark Knight | 119 | 197 | Str 245 or Ene 950, with Agi 189 |
Sorted by defence the Dark Knight's own shield comes last, which looks wrong until you notice it is the only one with an either-or stat requirement and so serves both builds. The Fairy Shield adds a fixed Elf-only 52% elemental defence enhancement. All four share one Excellent list: base defence +3.4 per 20 levels as the fixed option, then one or two of damage reflect 5%, defence success rate +10%, max HP +374, max mana +374 and damage decrease 102, with the Lancer Shield swapping that last entry for Obsidian effect +315.


Eighteen armour variants exist, with the Dark Knight, Elf and Magic Gladiator getting two each. They are ranked here by total four-piece defence rather than by class order; the total is simply the four printed values added up.
| Set | Helm | Armour | Pants | Gloves | Four-piece total |
|---|---|---|---|---|---|
| Dark Knight (Faith) | 624 | 648 | 637 | 623 | 2,532 |
| Dark Knight | 605 | 628 | 618 | 604 | 2,455 |
| Slayer | 609 | 623 | 614 | 590 | 2,436 |
| Alchemist | 608 | 612 | 610 | 602 | 2,432 |
| Magic Gladiator (Strength) | 627 | 603 | 596 | 602 | 2,428 |
| Illusion Knight | 613 | 628 | 604 | 583 | 2,428 |
| Magic Gladiator (Energy) | 623 | 598 | 593 | 597 | 2,411 |
| Elf (Agility) | 599 | 606 | 602 | 591 | 2,398 |
| White Wizard | 595 | 599 | 591 | 594 | 2,379 |
| Rage Fighter | 580 | 608 | 597 | 586 | 2,371 |
| Rune Wizard | 590 | 598 | 595 | 585 | 2,368 |
| Gun Crusher | 580 | 598 | 592 | 587 | 2,357 |
| Mage | 589 | 595 | 591 | 580 | 2,355 |
| Dark Lord | 582 | 603 | 590 | 579 | 2,354 |
| Summoner | 586 | 598 | 590 | 578 | 2,352 |
| Dark Wizard | 584 | 593 | 590 | 579 | 2,346 |
| Grow Lancer | 576 | 587 | 584 | 577 | 2,324 |
| Elf (Energy) | 518 | 526 | 519 | 508 | 2,071 |
The set bonuses are where the tier earns its name, and almost every class shares one block: 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 rate +16%, Mastery max HP, Mastery damage decrease and Mastery ability-skill attack. Two sets opt out. Dark Knight (Faith) trades it for critical and excellent damage rate +55% and Solid Blessing bonuses, and Elf (Energy) for healing and elemental enhancements, which is why its defence can be the lowest here.
Finishing the full Legendary set, four armour pieces plus the matching weapon and shield, pays the same to every class: Extra Critical rate +5%, Extra Excellent rate +5%, Extra Double Damage rate +3% and Extra Additional Damage rate +4%. That is modest for the work involved, so treat it as the last thing you do.
The Rune Wizard rebuild you inherit

Roll a Rune Wizard on Season 22 files and you are playing the Season 20 version of the class, which is worth saying because older skill trees still circulate. The rebuild hung her on a new stat: Magic Power appears in the character window, every rune mace swapped its one-handed attack power line for a magic power min ~ max value, and every mace was re-costed.
All fifteen maces swing at speed 50, so that column is gone from the table below. The last row is the Legendary mace, included here because the ladder reads better unbroken.
| Rune mace | Magic power min ~ max | Magic power % | Required stats |
|---|---|---|---|
| Elemental | 22 ~ 23 | 29% | Str 35, Agi 29 |
| Elhaz | 55 ~ 59 | 51% | Str 106, Agi 65, Ene 117 |
| Frost | 62 ~ 66 | 67% | Str 137, Agi 63, Ene 459 |
| Light Lord | 72 ~ 74 | 77% | Str 175, Agi 82, Ene 671 |
| Blood Angel | 115 ~ 121 | 98% | Str 240, Agi 93, Ene 923 |
| Dark Angel | 149 ~ 155 | 108% | Str 253, Agi 97, Ene 974 |
| Holy Angel | 158 ~ 164 | 120% | Str 278, Agi 106, Ene 1,077 |
| Soul | 168 ~ 174 | 131% | Str 283, Agi 107, Ene 1,100 |
| Blue Eye | 178 ~ 193 | 141% | Str 288, Agi 108, Ene 1,102 |
| Silver Heart | 209 ~ 224 | 154% | Str 294, Agi 113, Ene 1,108 |
| Manticore | 235 ~ 250 | 166% | Str 294, Agi 113, Ene 1,108 |
| Brilliant | 257 ~ 273 | 179% | Str 294, Agi 113, Ene 1,108 |
| Apocalypse | 286 ~ 297 | 192% | Str 294, Agi 113, Ene 1,108 |
| Lightning | 303 ~ 321 | 204% | Str 294, Agi 113, Ene 1,108 |
| Temple Guard | 338 ~ 356 | 267% | Str 294, Agi 113, Ene 1,108 |

Eleven mastery shields came with the renewal, one per tier. All carry the same fixed Excellent option, base defence per 20 levels, plus up to two random rolls from damage reflect 5%, defence success rate +10%, max HP, max mana and damage decrease. There is nothing to choose between them beyond tier.
What changed in her buffs and skills
The buff rework is the part you feel immediately, and it is all in one direction: longer buffs, longer cooldowns, bigger numbers.
| What changed | Before Season 20 | Since Season 20 |
|---|---|---|
| Burst and Haste duration | 15 sec | 70 sec |
| Burst and Haste cooldown | 60 sec | 120 sec |
| Haste attack speed | +15 | +25 |
| Master skill duration increase | 35 sec | 90 sec |
| Master skill cooldown reduction | 40 sec | 90 sec |
| The skill you start with | Energy Ball | Magical Shot |
| Magical Shot damage instances | 2 | 1 |
| Magic Arrow requirement | Energy 142 | Energy 60 |
| Magic Arrow damage instances | 2 | 1 |
| Plasma Ball requirement | Energy 600 and Rune Spell Master | Energy 300 and Rune Wizard |
| Lightning Storm requirement | Energy 1,180, Plasma Ball and its mastery | Energy 1,080, Magic Arrow and its enhancement |
Two skills were added. Runic Spear (2nd class, Energy 600, learned from monster hunting) spins rune letters into an explosion that catches the target and everything near it. Rune Phrase (3rd class, Energy 1,180, Plasma Ball plus 10 points of its mastery, bought from the NPC James in Elbeland's Ruud shop) fires explosive runes through a magic orb into a group; cast it three times and Special Phrase can land a defence −30% debuff, though major bosses are immune. A 5th class ability card, Rune Phrase of Saturation, adds splash damage in HP, MP and AG variants. Plasma Ball Enhancement left the 4th skill tree.
Tauros and the Frigid Earring, two upgrades on one ladder

These two arrived in different parts of the patch notes but they are the same errand. Both are bought from Priest James in Elbeland (32, 239) for Ruud, both consume Jewel of Bless x20, Jewel of Soul x20, Jewel of Chaos x1 and Jewel of Creation x1 per attempt, both upgrade an item you already own rather than dropping, and both use the same success ladder.
| Upgrade level of the item you feed in | Success rate |
|---|---|
| +15 | 100% |
| +14 | 90% |
| +13 | 80% |
| +12 | 70% |
| +11 | 60% |
Tauros is the 7th Guardian, equipped from the inventory, and you make one by upgrading a Leviathan at the Lorencia Trainer (122, 110) with a Seal of Tauros from Priest James at 50,000 Ruud. Failing is specific and nasty: the sub-materials are consumed and your base Guardian drops to +0, so you lose every upgrade level you had put into it. A success re-rolls both the normal options and the elite resistance option.
| Option group | What Tauros gives you |
|---|---|
| Basic, always present | Movement speed increase, attack speed +7, and defence +414 which grows with the enhancement level |
| Normal, one to three of these | Elemental attack +369 · elemental defence +369 · defence +7.0 per 20 levels up to level 1,100 · attack, magic or curse power +7.0 per 20 levels up to level 1,100 |
| Elite resistance, one of five | One of the five element types in the elite zone table above, reducing that element's debuff pair |


The Frigid Earring is the 8th mastery earring and works the same way. You never find one: you upgrade a Verdant Earring of +11 or better with a Frigid Crafting Mould from Priest James at 25,000 Ruud, on the ladder above, with the same four jewels. A left earring becomes a left earring and a right becomes a right, and the result rolls one to three fresh options.
| Half | Usable at | Attack / magic / curse power | Elemental defence | Rolls one to three of |
|---|---|---|---|---|
| Frigid Earring (Left) | Level 1,000 | 462 ~ 465 | 432 | Max HP +1,000 · Skill attack power +31 · Mastery attack or magic power +145 · Mastery excellent damage +245 · Mastery critical damage +245 |
| Frigid Earring (Right) | Level 1,050 | 502 ~ 505 | 490 | Max mana +1,000 · Excellent damage rate +11% · Critical damage rate +11% · AG auto-recovery +10 · Attack speed +7 |
The split is clean: the left half carries the mastery damage rolls, the right half the rate and speed rolls. Mastery values on both climb with the earring's own enhancement level, up to +15, using crafting stones through the Chaos Goblin. Wearing both halves switches on the set option, ignore enemy defence chance 8%, all stats +11 and mastery damage +100.
Experience: the cap, the curve and the level gap rule

The cap moved from 1,650 to 1,700, and the rewards behind it cost nothing. Until the following season you could claim both, delivered through the Gremory Case: thirty days to collect, then fourteen days of validity on the box. Drop the box on the ground and it becomes a muun. That window is server-configured, so check yours.
| Earned at | Muun | Base ability | For the first 30 days |
|---|---|---|---|
| Level 1,600 | Dark Lord muun | Elemental defence +10 | Twenty times the base ability |
| Level 1,650 | Alchemist muun | Skill attack power +15 | Twenty times the base ability |
Two experience changes came with it. Level-up experience for characters at level 1,551 and above was rewritten, with experience already banked carried into the new curve, so a character sitting just short of 1,551 can see its level and its bar jump when the patch lands. And high level monsters now check the gap between you and them.
From Kardamahal onwards, if your level is at least monster level + 600 you take the full 100%. Below that you lose 10% for each level of difference, capped at a 70% loss, so you always keep at least 30%. Against the maps above: Kardamahal's 950s want you at 1,550, which is its own penalty level and the Swamp's entry level, and the Swamp's 1,000s want you at 1,600. Full value arrives about when the next map opens.
The quality-of-life layer you use without noticing
The rest of Season 20 is interface and rules work, and you benefit from it daily without thinking about it. Four pieces are worth knowing properly.

You can buy back experience you lost to a death
An Experience Recovery Potion is a paid item that stacks to 255 and returns the experience a death cost you. A recovery icon appears at the top left when you die; open it and click the entry you want back. The window keeps up to 10 entries and discards the oldest when it overflows, each entry lives 24 hours, and only law-abiding characters may use it. The number of potions it costs depends on your level and on how much experience the death took. On MU Blue's Gold Channel one recovery a day is free. Character transfer, server transfer and a name change all wipe the list.
What a death costs is below, by level band. The 3% → 1% notation means the penalty slides down across the band.
| Your level | Law-abiding | Outlaw, warning | Outlaw, stage 2 | Outlaw, murderer |
|---|---|---|---|---|
| 11 – 150 | 3% → 1% | 5% | 10% | 20% |
| 151 – 200 | 2% → 1% | 5% | 10% | 20% |
| 221 and above | 1% | 5% | 10% | 20% |
One ticket per event map, and it is free
The graded +1~7 tickets for Blood Castle, Devil Square and Illusion Temple are gone. One ticket covers every grade, tickets you already held converted automatically, and the graded combination materials stopped working. The shop sale price of every ticket and ticket material dropped to 0 Zen, and Crywolf's combination rate +5% success reward was removed because the base rates absorbed it.
| Event map | What you are making | Materials | Zen | Rate |
|---|---|---|---|---|
| Blood Castle | Cloak of Invisibility +0 | Scroll of Archangel +0, Blood Bone +0, Jewel of Chaos | 500,000 | 85% |
| Devil Square | Devil's Invitation +0 | Devil's Eye +0, Devil's Key +0, Jewel of Chaos | 900,000 | 85% |
| Illusion Temple | Scroll of Blood +0 | Old Scroll +0, Illusion Sorcerer Covenant +0, Jewel of Chaos | 1,000,000 | 85% |
Three event maps check your kit at the door
Entry conditions were tightened, and the failure mode is embarrassing rather than expensive: you stand at the portal wondering why nothing happens.
| Event map | What you need to walk in |
|---|---|
| Labyrinth of Dimensions | A party, and you get 10 entries a day |
| Chaos Castle | A party, a mount, and a transformation ring |
| Illusion Temple | A mount |
Only the stats of a mount or transformation ring apply once you are inside, not the appearance, and party status is kept through the transition. Inside the Labyrinth the league list dropped class icons in favour of a tooltip on the character name.
Crafting and guild windows that do the clicking for you
The Chaos Goblin's combination menu gained Elite Equipment Enhancement, Mastery Crafting and Legendary Crafting as their own entries, and dropping the main material now registers the secondary materials automatically, with only the amulets left optional. On a craft that takes sixty jewels, that removes an error-prone step.
Guild recruitment was rebuilt in the same spirit. Settings are written and registered in one tab, a 100-character guild introduction replaced the old interest and class filters, level ranges are typed instead of ticked, join requests queue up and are approved or rejected with O and X buttons, and the standalone guild window became a Guild Information tab that [G] opens.

Four more changes are worth a line each. Blessing of Uniris is a buff for 5th class characters granting +50% experience from monsters, stacking with the Seal of Master Level Increase and sold permanently in the Goblin Point Shop. Kardamahal monsters give more experience than at launch. The Monster Soul Converter was re-tiered, the level 5 converter now recommended at level 1,450 and accepting Storm Guard, Twisted Crypta, Devil Sword and Shadow Master of Ruin souls. And Together Boss Raid monsters moved from level 100 to 105, with HP up from 100,000,000 to 136,500,000.
Superseded, replaced, or demoted
Very little of Season 20 is dead, but some of it was already out of date before the season ended, and a few older items were quietly turned into materials.
- Kardamahal's elite zone is gone. It was refilled with ordinary monsters when the Swamp of Ruin's elite zone opened, inside the same season. Twisted Kalutan's went a patch earlier.
- 10th Mastery stopped being the ceiling. A +15, 16 option, 10th Mastery item is now raw material.
- The Leviathan and the Verdant Earring are materials now, existing to become Tauros and the Frigid Earring.
- Graded +1~7 event tickets no longer exist, nor their combination materials, nor Crywolf's combination rate reward.
- Energy Ball is not a starting skill, Magical Shot replaced it, and Plasma Ball Enhancement left the 4th skill tree.
- The Jewel of Life option was removed from Legendary gear, and percentage set defence became a flat 350 to 600 value.
- Luck means upgrade success rate +10% on Legendary gear, not Jewel of Soul success +25%.
- Level 1,700 was the cap when this shipped. Two seasons on, read your own server's cap instead.
Not superseded, and this is the short list that matters: the Alchemist, the Temple Guard tier, both hunting grounds, Tauros, the Frigid Earring, the Rune Wizard's Magic Power stat, the unified tickets and the experience recovery window. That is most of the season.
What to do about Season 20
- Decide on the Alchemist early or not at all. If you party, Confusion Stone makes you useful at level 380. If you solo, skip her.
- Put Vitality on an Alchemist, because alchemy rate scales with it and caps at 100%.
- Treat level 1,500 as the milestone. It opens Kardamahal and every piece of Temple Guard gear at once.
- Move to the Swamp of Ruin at 1,550, which drops the stones and armour the Legendary project runs on.
- Match your Tauros elite resistance to the element you farm, since the elite debuff is unavoidable.
- Push a base item to +14 or +15 before converting it, and upgrade your four armour pieces evenly, because set defence reads from the lowest.
- Buy Blessing of Uniris at 5th class, and spend recovery entries before any transfer or rename.
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, or read on through Season 21 and the rest of the season guides.
- Still live, nearly all of it: the Alchemist, the Temple Guard Legendary tier, both hunting grounds, Tauros and the Frigid Earring.
- Level 1,500 is the gate: Kardamahal plus every Temple Guard weapon, shield and armour piece.
- The Swamp of Ruin at 1,550 is the better farm, dropping the stones and armour Legendary runs on.
- Legendary upgrading costs 12 stones and 10,000,000 Zen per attempt at every level, and nothing is destroyed.
- Roll an Alchemist only if you party, and give her Vitality.
- Already out of date: Kardamahal's elite zone, graded tickets, and the 1,700 cap.