This is the least historical guide on the site. Season 21 is the patch directly under the files our server runs, so almost nothing in it has been outscaled: the gear tier you are saving for, the map your endgame happens on, the earring and the mount you upgrade towards, and the cap you are climbing all arrived here. Read it in the order you meet it.
Why this one reads as current content
One version separates Season 21 from Season 22, and a season is not long enough for a gear tier or a hunting ground to go stale. It shipped the Crusader class, a second Legendary tier called Imperial, a hunting ground with an elite zone behind it, the ninth mastery earring, the eighth Guardian, a cap raise to 1,800, a rule change that retuned required stats on every item in the game, and a numbers pass over five class builds.
Season 20 gear is the step you leave behind; Season 21 gear is the step you stand on. The few things it deleted are collected near the end.
Every Season 21 gate on one ladder
Sorted by the level that opens them, the season's features read as a route rather than a release order.
| Level | What opens | Worth stopping for? |
|---|---|---|
| 2nd class change, Agility 700 | Focus Shot for the Elf, now an ordinary skill with its orb dropping in the field | Yes, for a drop |
| 1,050 | Earring of Benevolence, left side | Only with a +11 Frigid Earring |
| 1,100 | Earring of Benevolence, right side | Same, and the set option wants both |
| 1,500 | Rhino, the eighth Guardian | Yes if your Tauros rolls well |
| 1,650 | Rakion of Oblivion | Yes. The season's main farm |
| 1,700 | Rakion of Oblivion with no level penalty, the top event-map grade, the Crusader reward muun | Yes, three things at once |
| 1,750 | The Gun Crusher reward muun | Yes, both stay claimable |
| 1,800 | Nothing. This is the ceiling | — |
Everything above 1,650 is one tight band, which is the shape of the season: endgame content with one accessory and one skill fix dangling below it.
The quiet rule change that rewrote every item

Start here, because it changes how you spend. An item's upgrade level no longer feeds its required stats. A +15 weapon asks exactly what the same weapon at +0 asks, so parking a weapon at +11 because your build cannot carry +15 is finished. One thing still pushes requirements up, and the same patch made Legendary tooltips stop hiding the rest.
| What you are reading | Season 21 behaviour |
|---|---|
| Upgrade level, 0 to 15 | Does not raise required stats any more |
| Jewel of Life option | Still raises required stats while the option is on the item |
| Upgrade stage, 1 to 5 inside the level | Printed next to the level in the item name and drawn as a row of stars |
| Enhancement line colours | Recoloured, so a stage bonus no longer blends into the base stats |
The screenshot is a Temple Guard Wand at +15 stage 5: magic +313% as the base line, the stage's additional magic +160 on its own entry. Because the rule changed, every weapon and armour item had its required stats retuned, so anything you memorised in Season 20 is wrong. Read the tooltip.
Rakion of Oblivion is where your endgame happens

Raklion froze when the storm of cold answered Seruphan's greed for the Secromicon. Later something stirred underneath it: the Aurora of Oblivion, with the Whale of Oblivion drifting through it. Its light takes your name, your past and everything you loved or hated, and people who wanted an endless war out of their heads walked into the abyss for it. The monsters that followed forgot themselves too. You are there to pull the walkers back out, and after 1,650 this is where you live, so the entry rules matter more than the story.
| Getting in | Detail |
|---|---|
| Entry level | 1,650 |
| Level penalty clears at | 1,700 |
| Two ways there | The move command window for 50,000 Zen, or the Raklion entrance at (135, 151) |
| Ground type | Elemental, so MU Helper Plus can drop you at the main or sub-main spot of whichever element you run |
| Safe zone | Present, and where you land on entry, on death and on reconnect |
The residents filter one-dimensional builds. They carry Excellent Damage Rate resistance, Critical Damage Rate resistance, Elemental Critical Damage Rate resistance, Damage Absorption, Debuff Rate resistance and a Shock stat.
What the map pays, and the caps on it
The caps decide how long a session is worth running.
| Drop | Per character, per day | What it is for |
|---|---|---|
| Bound Ability Crystal | 4 | The bulk of the day's income |
| Bound Imperial Enhancement Stone | 2 | Feeds the Imperial tier below |
| Ability Crystal | 1 | The tradable version, one a day |
| Excellent Imperial armour | Uncapped | The drop-grade five-piece set, and its only source |
| Socket necklace | Uncapped | The one exception to the socket rule below |
Ordinary socket items do not drop here at all. The same patch retuned socket-slot rates in old Raklion and removed the Arca set item drop reward, so this is not the map for sockets.
The three residents, normal and elite


Three monsters, each appearing twice, so one table covers the whole map.
| Monster | Normal | Elite | Extra type | How it fights you |
|---|---|---|---|---|
| Giant Mammoth of Oblivion | 1,100 | 1,110 | Nuke | Comes to you and hits in melee range |
| Giant of Oblivion | 1,100 | 1,110 | Bolt | Area attack |
| Iron Knight of Oblivion | 1,100 | 1,110 | Area | Ranged area attack that drains AG and MP from everything it touches |
The Iron Knight decides whether you can hold a spot, because AG and MP drain cuts your skills off, not your health. Behind the elite zone flag the same three carry elite skills, an elite debuff option and the boss immunities, Divine Punishment included, and every elite hit applies its debuff at a 100% chance. That is a cost to absorb, not a risk to dodge, and only a Guardian's elite resistance option reduces it.
The five elements, their doors and their debuffs
Your element decides where you walk in and what hits you. The last column is the Guardian resistance that answers it.
| Element | Elite zone entrance | Debuffs every elite hit applies | Guardian resistance type that covers it |
|---|---|---|---|
| Fire | 221, 219 | Bleeding, attack power reduction | Fire |
| Water | 238, 44 | Deadly poison, attack power reduction | Water |
| Earth | 240, 145 | Bleeding, attack speed reduction | Earth |
| Wind | 18, 138 | Deadly poison, defence reduction | Wind |
| Darkness | 25, 60 | Bleeding, defence reduction | Darkness |
The second half of each pair is what hurts: an attack power cut slows your farm, a defence cut kills you. Mismatch your Guardian's roll and you soak all of it.
The weekly elite list, line by line
Elites drop a separate list on a weekly cap. Several are the only source of something, which pays for the debuff tax.
| Weekly drop | What it turns into |
|---|---|
| Elite Guardian Enhancement Stone | The requirement for pushing any Guardian past +11, Rhino included |
| Sealed Armour Fragment | 50 craft one part of Scratched Blood Angel armour, which then makes a +13 Blood Angel piece with no Soul of Blood Angel involved |
| Elite Option Change Fragment | 50 make one Elite Option Change Stone |
| Golden Crest, Garuda's Flame | 4th wing materials |
| Uriel's Feather | The 5th wing relic |
| Jewel of Harmony | Harmony refining |
The Blood Angel line is the one people miss: no Soul of Blood Angel, and you land at +13.
Imperial, the tier you are gearing towards

Imperial is the second Legendary tier, one step above Season 20's Temple Guard, and the ceiling your Season 22 character works towards. Two grades get confused: the crafted Legendary set, published for the Crusader as Progenitor's Imperial Crusader, and Excellent Imperial armour, the five-piece drop version out of Rakion of Oblivion. Side by side, the drop grade is a near miss.

| Armour piece | Legendary defence | Legendary required stats | Excellent defence | Excellent required stats |
|---|---|---|---|---|
| Helm | 655 | Str 868, Agi 394 | 572 | Str 863, Agi 389 |
| Armour | 673 | Str 1,049, Agi 450 | 590 | Str 1,044, Agi 445 |
| Pants | 670 | Str 943, Agi 413 | 587 | Str 938, Agi 408 |
| Gloves | 649 | Str 781, Agi 369 | 566 | Str 776, Agi 364 |
| Boots | — | Not in the published Legendary list | 560 | Str 818, Agi 375 |
Requirements land within five points of each other, so there is no build decision between grades, only defence and rolls. Excellent Imperial takes up to two options from damage reflect 5%, defence success rate +10%, max HP +165, max mana +165, damage decrease 45 and base defence +1.5 per 20 levels. The Legendary weapon and shield roll from a better list.
| Slot | Stats | Required stats | Fixed option | Random options, 1 to 2 |
|---|---|---|---|---|
| Imperial Hammer | Attack 986 ~ 1,001, attack success rate 413 | Str 929, Agi 388 | Excellent damage rate +10% | Attack speed +7 · life/8 on kill · mana/8 on kill · attack power +3.6 per 20 levels · attack power +102 |
| Imperial Paladin Shield | Defence 180, defence rate 256 | Str 817, Agi 321 | Base defence +3.6 per 20 levels | Damage reflect 5% · defence success rate +10% · max HP +396 · max mana +396 · damage decrease 108 |
Set bonuses are where Imperial pulls away. Notice how little the first two steps give and how much the fourth does.
| Pieces worn | What switches on |
|---|---|
| 2 armour | Mastery skill attack power up, Mastery strength up |
| 3 armour | Double damage rate +18%, Mastery attack power up |
| 4 armour | Mastery critical damage up, Mastery excellent damage up, ignore enemy defence +9%, Mastery all stats up, Mastery base defence up, critical damage rate +20%, excellent damage rate +20%, Triple damage rate +18%, Mastery max HP up, Mastery damage decrease, Mastery ability-skill attack up |
| All 6, armour plus hammer and shield | Extra Critical rate +5%, Extra Excellent rate +5%, Extra Double Damage rate +3%, Extra Additional Damage rate +4%, and then Nuke +150, Bolt +100, Area +50 attack power on top |
Flat attack power across the three extra types ignores your build entirely, and Temple Guard never offered it, so the goal is six pieces.
The Crusader, and why its numbers are missing

The Crusader is the class Season 21 opened with, and the class Imperial was built out for first: a heavy armoured fighter carrying a hammer and a paladin shield. The gear table above tells you most of it, Strength-led with a serious Agility bill behind it, which puts it in the melee bracket and nowhere near the casters. It also turns up as the level 1,700 reward muun.
One gap, stated plainly: the Part 1-1 patch-note page for the Crusader is missing from the archive this guide was written from, so its base stats, class change ladder and skill list are not here. Everything else comes from the Korean notes. Use the class pages on your own server rather than a number nobody published.
Five class builds, two new power stats
Season 20 gave the Rune Wizard Magic Power (%). Season 21 added Combat Power (%) as the melee counterpart, ran both across five builds, and gave each attack build a signature damage option that scales off its own stats and reads in the character information window.
| Build | Power stat | What changed | New option | Grows with |
|---|---|---|---|---|
| Elf | Combat Power | Added to socket-grade and mastery-grade bows and quivers | Gale Attack Power | Agility |
| Illusion Knight | Combat Power | Added to socket-grade and mastery-grade blades | Illusion Attack Power | Strength and Agility |
| Magic Gladiator, knight build | Combat Power | Values on two-handed swords changed | Chaos Attack Power | Its own stats |
| Magic Gladiator, mage build | Magic Power | Gains the Magic Power option outright | — | Energy |
| Gun Crusher | Magic Power | Values changed | — | — |
| Mage | Magic Power | Values changed | — | — |
There is a price. The Magic Gladiator and the Illusion Knight lost their Skill Attack Power (%) option in exchange, so a build sheet written before this patch overvalues gear carrying it. Seven skills moved alongside.
| Skill | Kind of change | Detail |
|---|---|---|
| Focus Shot | Reclassified | Now a normal skill without its extra-damage setting; the orb drops in the field. Needs 2nd class change and Agility 700 |
| Poison Arrow | Deleted | Gone from the game |
| Saturation Bladestorm | Behaviour | No longer dashes when you cast it |
| Illusion Blade | Swapped | Its attack power increase became an attack speed increase |
| Havoc Spear | Requirement | Energy 1,326 |
| Ultimate Force | Requirement | Energy 1,250 |
| Bursting Flare | Requirement | Energy 1,075 |
Those three Energy numbers are hard gates, so plan points around them. In the same sweep: item option values and the skill-attack-speed curve were adjusted, attack power, elemental engraving and resource costs changed across the base tree, the skill enhancement tree and the ability tree, the Magic Gladiator's AG gain from Energy was re-derived, and the Blood Angel Magic Two-Handed Sword entered the Ruud shop at 200,000 Ruud.
Two new weapon lines, read as one tier ladder


Two classes got equipment lines of their own, and both use the same tier names, so they read better as one ladder. The Magic Gladiator's Magic Staff stops at Lightning; the Mage's Mage Shield runs through Temple Guard into Imperial, which is why the last two rows fill on one side only.
| Tier | Staff magic | Staff magic % | Staff required stats | Shield defence | Shield defence rate | Shield magic % | Shield required stats |
|---|---|---|---|---|---|---|---|
| Blood Angel | 42 ~ 44 | 52% | Str 313, Agi 107 | 26 | 107 | 31% | Str 104, Agi 35, Ene 299 |
| Dark Angel | 53 ~ 59 | 57% | Str 327, Agi 111 | 36 | 109 | 40% | Str 108, Agi 43, Ene 313 |
| Holy Angel | 73 ~ 79 | 85% | Str 334, Agi 112 | 46 | 112 | 50% | Str 109, Agi 45, Ene 340 |
| Soul | 93 ~ 99 | 94% | Str 337, Agi 112 | 56 | 114 | 57% | Str 109, Agi 47, Ene 347 |
| Blue Eye | 105 ~ 115 | 103% | Str 340, Agi 116 | 66 | 117 | 63% | Str 182, Agi 87, Ene 545 |
| Silver Heart | 122 ~ 132 | 112% | Str 346, Agi 120 | 76 | 119 | 69% | Str 186, Agi 91, Ene 557 |
| Manticore | 140 ~ 150 | 121% | Str 346, Agi 120 | 86 | 122 | 75% | Str 186, Agi 91, Ene 557 |
| Brilliant | 158 ~ 168 | 131% | Str 346, Agi 120 | 96 | 124 | 82% | Str 186, Agi 91, Ene 557 |
| Apocalypse | 176 ~ 186 | 141% | Str 346, Agi 120 | 106 | 127 | 89% | Str 186, Agi 91, Ene 557 |
| Lightning | 191 ~ 201 | 151% | Str 346, Agi 120 | 116 | 130 | 96% | Str 186, Agi 91, Ene 557 |
| Temple Guard | — | — | — | 131 | 196 | 159% | Str 186, Agi 91, Ene 557 |
| Imperial | — | — | — | 167 | 262 | 210% | Str 186, Agi 91, Ene 557 |
Both lines flatten their requirements at Silver Heart, so holding one tier means holding all of them. The shield's top end is where the value sits: magic% runs 96 to 159 to 210.
The staff line has a catch. The Magic Gladiator can no longer wear the ordinary Mastery Staff, and on the Magic Staff and the Magic Gun the min/max attack power option becomes min/max magic power, with the magic% line applying differently. A conversion ran from 21 April 2026, turning any Mastery Staff from 1st to 10th into a Mastery Magic Staff through Chaos Goblin → Mastery Equipment Crafting → Mastery Equipment Conversion: no materials, 0 Zen, 100%, keeping the upgrade level and every option except the magic value. It is one-way.
Earring of Benevolence, the ninth mastery earring

The two halves are not a matched pair: fifty levels apart, different numbers, different option pools. Decide which side you want first.
| Right earring | Left earring | |
|---|---|---|
| Usable at level | 1,100 | 1,050 |
| Attack / magic / curse power | 568 ~ 571 | 528 ~ 531 |
| Elemental defence | 556 | 498 |
| Rolls, 1 to 3 of | Max mana +1,000 · Excellent damage rate +12% · Critical damage rate +12% · AG auto-recovery +10 · Attack speed +7 | Max HP +1,000 · Skill attack power +33 · Mastery attack / magic power +163 · Mastery excellent damage +275 · Mastery critical damage +275 |
| Reads as | An offensive-rate and resource earring | A mastery-damage earring |
Both halves together turn on the set option: ignore enemy defence chance 9%, all stats +12 and mastery damage +110. Mastery values on each side also climb with its enhancement level, up to +15 on crafting stones from the Chaos Goblin.
You do not find one. You upgrade the eighth mastery earring, the Frigid Earring, at +11 or better, and a left makes a left while a right makes a right. Each attempt needs a Benevolence Crafting Mould from Priest James in Elbeland (32, 239) for 25,000 Ruud, plus Jewel of Bless x20, Jewel of Soul x20, Jewel of Chaos x1 and Jewel of Creation x1. The result rolls fresh options, so a well-optioned Frigid Earring carries nothing across.
One ladder for both of this season's upgrades
The earring and the Rhino Guardian use the same rate table, keyed to the base item's upgrade level.
| Base item at | Success rate | Applies to |
|---|---|---|
| +15 | 100% | Frigid Earring → Earring of Benevolence, and Tauros → Rhino |
| +14 | 90% | Both |
| +13 | 80% | Both |
| +12 | 70% | Both |
| +11 | 60% | Both, and the floor; below +11 neither upgrade is offered |
Ten points per upgrade level is steep: +11 to +15 buys a 40 point swing, and on the Guardian side that is the cheaper road.
Rhino, the eighth Guardian

Rhino is the eighth Guardian, a level 1,500 mount equipped from the inventory, and Rhino (Rare) is a low-probability colour variant with identical stats. You make one by upgrading a Tauros at the Lorencia Trainer (122, 110) from +11 or better, on the ladder above.

Every attempt burns Jewel of Bless x20, Jewel of Soul x20, Jewel of Chaos x1, Jewel of Creation x1 and one Seal of Rhino, from the same Priest James, for 50,000 Ruud. Failure eats the sub-materials and knocks the base Guardian back to +0, so the enhancement work goes with the jewels. Success is not pure upside either: it re-rolls your options. A Tauros with three normal options comes back with at least two, and the elite resistance option is always re-rolled.
| Option group | What Rhino carries |
|---|---|
| Basic, always | Movement speed increase, attack speed +7, defence +476, with defence growing as you enhance it |
| Normal, 1 to 3 of these | Elemental attack +433 · elemental defence +433 · defence +8.0 per 20 levels, to level 1,100 · attack / magic / curse power +8.0 per 20 levels, to level 1,100 |
| Elite resistance, 1 of 5 | One of the five element types in the Rakion of Oblivion table above, and the only thing that blunts an elite debuff |
One real mercy: Guardians can now be dismantled. Unequip one, run dismantle, and you get Guardian Enhancement Stones back, so a spare Tauros is raw material, not dead inventory. Past +11 any Guardian still needs the Elite Guardian Enhancement Stone from the elite zone, which closes the loop back to the farm.
The 1,800 cap and two muuns you can still claim

The ceiling moved from 1,750 to 1,800, which turned the old cap into a milestone. Until the next season lands you can claim both achievement rewards, not only the higher one.
| Milestone | Muun | Base ability | Extra ability, 30 days |
|---|---|---|---|
| Level 1,700 | Crusader muun | Elemental defence +10 | 20x the base ability |
| Level 1,750 | Gun Crusher muun | Skill attack power +15 | 20x the base ability |
Both arrive through the Gremory Case with two clocks running: 30 days to collect, then 14 days of validity on the box. Drop the box to turn it into the muun. Miss either window and it is deleted with no restore.
The systems changes you meet every session
Event map grades were rewritten around your level
Entry levels for the graded event maps were redrawn, with monsters balanced against the grade you enter at. Illusion Temple runs a shorter ladder than the rest.
| Grade | Illusion Temple | Chaos Castle, Blood Castle, Devil Square, Doppelganger |
|---|---|---|
| 7 | — | 1,700 + |
| 6 | — | 1,500 ~ 1,699 |
| 5 | 1,700 + | 1,300 ~ 1,499 |
| 4 | 1,500 ~ 1,699 | 1,100 ~ 1,299 |
| 3 | 800 ~ 1,499 | 800 ~ 1,099 |
| 2 | 400 ~ 799 | 400 ~ 799 |
| 1 | 180 ~ 399 | 50 ~ 399 |
The columns agree below 800 and diverge above it, and Illusion Temple grade 3 spans 700 levels on its own. On our Season 22 server events and mini-bosses run all day, so your grade is whichever your level puts you in.
Together Boss Raid became an endurance fight
This boss was rebuilt from a burst race into a long one. The direction of each change tells you more than the figure does.
| Stat | Before | After | Direction |
|---|---|---|---|
| HP | 145,690,000 | 700,000,000 | Nearly 5x |
| Damage absorption | 80% | 90% | +10 points |
| Monster level | 110 | 115 | +5 |
| Defence | 14,600 | 15,000 | +400 |
| Min attack power | 36,500 | 32,500 | Down 11% |
| Max attack power | 40,700 | 33,000 | Down 19% |
| Min elemental attack | 6,840 | 4,800 | Down 30% |
| Max elemental attack | 6,890 | 4,900 | Down 29% |
Softer in every damage column, five times the health, ten more points of absorption. Sustained damage beats a spike, and a group that could not survive it before probably can.
Monster Soul Converter levels
Five converter levels, each wanting souls from a different band.
| Converter | From level | Souls it accepts |
|---|---|---|
| Level 5 | 1,500 + | Devil Sword, Shadow Master of Ruin, Aquila Warrior, Giant Mammoth of Oblivion |
| Level 4 | 1,250 + | Crimson Lycan, Underground Persona, Magma Gladiator, Bloody Mutant, Storm Guard, Twisted Crypta |
| Level 3 | 1,150 + | Mine Digger, Bahamut of the Abyss, Scorched Warrior, Alquamos of Crimson Flame, Temple Ogre, Ashen Destray |
| Level 2 | 800 + | Feria Knight, Paraka, Cyclops, Skeleton Warrior Captain, Thunder Lich, Swamp Ent |
| Level 1 | 400 + | Destray, Berserker Warrior, Uruk Devil Fairy, Nars Devil Fairy, Dark Mammoth, Sapi Queen |
Level 5 is tied to this season: the Giant Mammoth of Oblivion feeds it, so keep those souls.
What Season 21 took away
Every line here is something an older guide will still tell you to do.
- The Aquilas Temple elite zone is gone, replaced by normal monsters when Rakion of Oblivion's elite zone opened. The same rotation Season 20 ran on Kardamahal.
- Upgrade level no longer raises required stats. Only the Jewel of Life option does.
- Poison Arrow was deleted, and Focus Shot stopped being a special skill.
- Skill Attack Power (%) left the Magic Gladiator and the Illusion Knight, traded for the new options.
- The Magic Gladiator cannot wear the ordinary Mastery Staff, and the conversion to a Magic Staff is one-way.
- The Arca set item drop reward was removed, and socket-slot rates in old Raklion were retuned.
- No ordinary socket items drop in Rakion of Oblivion, the socket necklace excepted.
- Guardian Angel, Satan and the Horn of Uniria left monster drops and quest rewards in Dungeon, Devias, Lost Tower and Vulcanus, and the Shadow Phantom Unit quest.
- The Energy Elf's elemental defence buff was re-derived: more from the Energy stat, slightly less from the elemental defence enhancement option.
Everything else here is live. Season 22 builds on top of it rather than replacing it.
What to actually do with Season 21
- Take gear to +15. Required stats no longer move with upgrade level.
- Re-read your tooltips once: the stage is printed, and requirements on older items changed.
- Enter Rakion of Oblivion at 1,650, but aim for 1,700 before you settle in, when the penalty stops and the top event grade opens.
- Clear the four Bound Ability Crystals and two Bound Imperial Enhancement Stones daily. A missed cap is not made up later.
- Match your Guardian's elite resistance to the element you farm, and remember the Rhino upgrade re-rolls it.
- Take a Frigid Earring or Tauros to +15 first. Sixty percent is a bad trade when failure resets the base to +0.
- Chase all six Imperial pieces. Nuke +150, Bolt +100 and Area +50 only land on the complete set.
- Claim the 1,700 and 1,750 muuns at the milestone, not when you remember.
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 start the climb to 1,800.
- One version below current, so treat these numbers as live gear, not history.
- Upgrade level stopped raising required stats, and every item was retuned around it.
- Rakion of Oblivion from 1,650 is the season's farm; its elite zone debuffs you on every hit.
- Imperial is the second Legendary tier, and only the full six pieces give Nuke +150, Bolt +100 and Area +50.
- Earring of Benevolence and Rhino share one ladder: +15 is 100%, +11 is 60%, failure resets the base to +0.
- Cap 1,800, with both the 1,700 Crusader and 1,750 Gun Crusher muuns still claimable.