Nobody runs a Season 3 server any more, and yet a character on a modern one spends most of its life inside machinery this patch built. The growth track that takes over when your level bar stops moving is from Season 3. One of the classes on the creation screen is from Season 3. A town you can walk into, a hotkey you press without thinking and the window you sink thousands of points into are all from Season 3. This guide reads the patch from that direction: which parts of it you still touch, which parts later seasons quietly retired, and at roughly what point in a Season 22 character's life each one turns up.
Season 3 in short
Three things landed, across two waves. The first wave broke the level ceiling with Master Level, a second growth track with its own experience bar and its own points, and added the Summoner along with her home town of Elbeland. The follow-up patch, labelled 3.0+, widened every master skill tree, handed the Summoner two area curses and her 3rd class wings, and opened a level 400 hunting map called the Swamp of Tranquility. Everything else in this guide is detail hanging off those four names.
What makes Season 3 unusual among early patches is how little of it was thrown away. Season 2 content mostly became scenery; Season 3 content became structure.
Where Season 3 content meets you
On a high exp server the early half of this patch goes past in a single sitting, while the back half outlasts almost everything you do afterwards. Rough placement, so you know when to pay attention:
| Stage | Season 3 content you meet | Stop for it? |
|---|---|---|
| Character creation | Summoner, with Elbeland as her spawn town | Only as a class choice — pick her or don't |
| Level 4 to 48 | The whole Elbeland monster ladder | No. You outgrow it before you finish reading the map |
| Level 90 to 100 | Drop levels behind master-grade event ticket materials | Only if you still hand-build tickets |
| Level 180 and 215 | Wing of Misery, then Wing of Despair | Yes. First wings are a real power step |
| Level 400, 3rd class done | Master Level opens, Swamp of Tranquility opens, Wings of Dimension | Yes. This is the gate everything later sits behind |
| Every session after that | Master skill tree points | Yes, permanently |
Everything below level 400 is background you can skim. Everything from 400 onward is current design that happens to have been written in 2007.
Elbeland: still the Summoner's front door

Elbeland is where the Summoner's people settled after walking away from their old home to get out from under the attention of Kundun and Lemuria. A protective barrier covers the region, which is the in-fiction reason a brand new Summoner wakes up here instead of in Lorencia. Mechanically it is a self-contained starter zone with its own shops, its own monster ladder and two portals into the old world.
It survives into current seasons untouched, which makes it the friendliest thing on this page: no gate, no ticket, no level requirement beyond the move cost.
| Move command | Zen | Level needed |
|---|---|---|
| Elbeland (village) | 2,000 | 10 |
| Elbeland 2 (left) | 2,500 | — |
| Elbeland 3 (right) | 3,000 | — |

If you are walking rather than warping, the two entrances are easy to recognise by their surroundings — one sits in snow, the other beside running water.
| Entrance from | At | Landmark |
|---|---|---|
| Devias | 24, 29 | Drifts of winter snow |
| Atlans | 247, 149 | Waterfalls close by |
The monster ladder, and why you will blow through it

The design intent was a full first fifty levels without leaving the barrier. On a high exp server that evaporates: you pass the top of this table long before the bottom stops being generous. Keep it for one reason, knowing which of these hit back.
| Monster | Lv | HP | Atk min | Atk max | Def | Def rate | Watch for |
|---|---|---|---|---|---|---|---|
| Bizarre Rabbit | 4 | 60 | 10 | 13 | 3 | 3 | The first thing a new Summoner swings at |
| Polluted Butterfly | 13 | 230 | 37 | 42 | 13 | 13 | Fires poison stingers |
| Hideous Rabbit | 19 | 520 | 68 | 72 | 22 | 22 | Straight melee |
| Werewolf | 24 | 720 | 85 | 90 | 30 | 30 | Straight melee, faster |
| Cursed Lich | 30 | 900 | 105 | 110 | 33 | 36 | Ranged fire damage |
| Totem Golem | 36 | 1,200 | 120 | 125 | 50 | 43 | Slow, very tanky, hits an area |
| Beast Ussi | 43 | 2,400 | 130 | 145 | 65 | 52 | Travels in packs |
| Beast Ussi Chief | 48 | 3,000 | 150 | 155 | 80 | 70 | The strongest thing inside the barrier |
Who stands in the town

| NPC | Sells or handles |
|---|---|
| Sylvia | Potions |
| Lea | Mid-tier weapons and armour |
| Marce | Magic goods |
Two familiar faces relocated here from Devias as well: Mirage, who takes you into the Illusion Temple, and Servis, who does jewel combination. Servis is worth a note on our server, because our jewel system is custom — check the combinations in-game rather than assuming the Season 3 recipe set.
The Summoner is still a current class

She is a ranged magic class built around subtraction. Where a Dark Wizard adds damage, the Summoner takes the enemy's numbers away and lets the rest of the party hit a softer target. Her people are an insular, noble-blooded race with a natural talent for sorcery; they reach into other dimensions through the Book of the Other Realm to bind and command beasts, and their trained Third Eye picks an enemy's weak point out at a glance.
Nothing about her creation is gated — she rolls like the three founding classes.
| Requirement to create | Spawns in |
|---|---|
| None, same as Dark Knight, Dark Wizard and Elf | Elbeland |
| Start HP | Start MP | Str | Agi | Vit | Ene | Cmd |
|---|---|---|---|---|---|---|
| 70 | 40 | 21 | 21 | 18 | 23 | 0 |
The Command of zero is the giveaway that she is not a Dark Lord variant: no pet horse, no party command scaling, everything goes into Energy instead. With max stats at 32,700 on our server, those opening numbers matter for about an hour and then stop mattering at all.
| Base | 2nd class | 3rd class |
|---|---|---|
| Summoner | Bloody Summoner | Dimension Master |
Season 3 ended her chain at Dimension Master. Later seasons carried every class past its 3rd change, so treat that as a milestone rather than a destination; Season 4 is where the patch notes pick up.
Where she is strong, and where she is not
| Situation | How it goes |
|---|---|
| Solo | Her reach is shorter than a Dark Wizard's area spells, but curses make up the difference in clear speed. She drinks more mana than a wizard does, so mana is the thing you plan around |
| In a party | Debuffs cut the enemy's stats for everyone at once. Pairing her with an Energy Elf is the classic maximum-firepower party core |
| PvP | Curses first, attack skills second. As a caster she folds to anything that closes the distance |
| Event maps | Area curse into area attack clears rooms efficiently |
| Castle Siege | A siege debuff that drops the stats of a crowd in one cast |
Curses and contracted beasts

Her pets are not inventory pets. You summon one by equipping the Book of the Other Realm that carries its contract, which means the choice of beast and the choice of left-hand item are the same decision.
| Beast | What it is |
|---|---|
| Sahamutt | Pack leader of the Mute tribe of Lanayru, fast and sharp-toothed. Calm until his clan is threatened, which earned him the name Night Hunter |
| Neil | A sacred beast in the religion of Tenes, serving her goddess in the shape of a woman. Gentle by default, and pitiless toward anyone who worships Akum |

| From | Skill | Result |
|---|---|---|
| Sahamutt | Explosion | He throws himself at the target and detonates, leaving it burning and bleeding HP over time |
| Neil | Requiem | A blade strike that opens a wide wound, draining HP continuously |

| Skill | Kind | Result |
|---|---|---|
| Life Drain | Attack | Converts the target's health into yours |
| Chain Lightning | Attack | Three strikes. Alone with one target, all three land on it |
| Damage Reflection | Buff | Cast on yourself or an ally, and it scales off your Energy |
| Sleep | Curse | Takes one enemy out of the fight until something hits it |
On top of those she borrows Fireball, Power Wave, Meteor and Ice from the Dark Wizard list, which is what keeps her functional before the curse kit comes online.
The two area curses from 3.0+

| Curse | Effect on everything in range |
|---|---|
| Weakness | Attack power drops for a fixed duration |
| Innervation | Defence drops for a fixed duration |
Two rules decide how useful these actually are. Both land on a curse roll, so your success rate rides on the additional curse power stat of the equipped book — the book is a stat item, not just a summon slot. And curses do not stack: dropping one on a target that already carries a curse removes the first one. This is the thing players get wrong most often with her. In a party, agree who applies what, or you will spend the fight cancelling your own debuffs.
Summoner gear: pass through or keep

Her weapon list arrived complete: four sticks and two books, with the books doubling as her summon source. Before those she falls back on the shared low-tier pool — Kris, Short Sword, Rapier, Small Axe, Hand Axe, Fairy Axe and Skull Staff — which on a high exp server you will never buy twice.
| Item | Hand | Where it comes from |
|---|---|---|
| Mystery Stick | Right | Cut from the divine tree Camillus, used for warding, with a spell by 'Semerun' left in the grain that doubles its effect |
| Violent Wind Stick | Right | Built around a Heaven's Eye spirit stone that raises a gale on every swing |
| Red Wing Stick | Right | Phoenix-shaped and full of fire. Lose control of it and it burns the wielder |
| Ancient Stick | Right | Carried by the spirit-handlers who worked between gods and demons before MU existed, covered in unreadable marks |
| Book of Sahamutt | Left | Holds the contract spell of the flame beast Sahamutt |
| Book of Neil | Left | Holds the contract spell of Neil, the holy maiden of blood |

| Set | What the armour is |
|---|---|
| Violent Wind | Worked with Heaven's Eye gemstone. Light to wear, and it forms a windbreak that slides attacks off |
| Red Wing | Mostly phoenix feathers, carrying magic and spirit power at once. Mishandle the pair and its heat turns on you |
| Ancient | Inscribed with the spells of the people who came before MU. The patterns amplify magic hard and shield the body |
Wings, and the HP they cost

The level requirements scale with wing level, so a high-level pair is not something you equip the moment you craft it. Both tiers also carry the Summoner's signature drawback.
| Wings | Level to equip | Defence | Damage increase | Damage absorb |
|---|---|---|---|---|
| Wing of Misery | 180 + (level × 4) | 10 + (level × 3) | 12 + (level × 2) | 12 + (level × 2) |
| Wing of Despair | 215 + (level × 5) | 30 + (level × 2) | 32 + (level × 1) | 25 + (level × 2) |
Every successful attack with either pair costs 1 HP. It sounds trivial and is not, because it never stops. Factor it into your potion routine instead of being surprised by it. The Eye of the Abyss belongs to the second quest of her 1st class change, so grab it when you see it rather than hunting for it later.

| Wings of Dimension | Figure |
|---|---|
| Level to equip | 400 + (level × 4) |
| Defence | 45 + (level × 4), with a further +5 to +8 at levels 10 to 13 |
| Damage increase | 39 + (level × 2) |
| Damage absorb | 39 + (level × 2) |
| Attack cost | 1 HP per successful hit |
These were the top of the wing ladder when the patch shipped. Later seasons stacked more tiers above them, so on a Season 22 server the Wings of Dimension are a stage you pass through at 400 rather than a goal you retire with.
Master Level: the track you never finish

Here is the part that justifies the whole patch. Before it, hitting 400 with the 3rd class change done meant the character was finished — no growth of any kind. Master Level bolted on a second progression track with a separate experience bar and a currency of its own, and that structure is still how characters grow once ordinary levelling runs out.
| How it works | Rule |
|---|---|
| Experience source | Monsters of level 95 and above, anywhere on the map list |
| Each master level gives | HP, MP and SD, plus 1 Master Level Point |
| Points buy | Base stat increases and skill attack power inside the master tree |
That first rule is the one to internalise. Below level 95, a monster contributes nothing to this bar no matter how many of them you kill, which is why master-level hunting pushes you into high maps and keeps you there. If you are levelling on our server with events and mini-bosses running all day, check the monster level of the spot you are farming before you commit an evening to it.
Four trees, one shape, class-specific names

Each class gets four trees. The roles are identical across classes and only the names change, so advice carries over between characters even when the labels do not.
| What the tree does | Blade Master | Grand Master | High Elf | Duel Master | Lord Emperor |
|---|---|---|---|---|---|
| Defence enhancement | Protection | Serenity | Blessing | Solidity | Resolve |
| Skill enhancement | Valor | Wisdom | Salvation | Fighting Spirit | Justice |
| Attack power increase | Rage | Transcendence | Gale | Ultimate | Conquest |
| Fast growth / general | Hero | Mystery | Faith | Victory | Glory |
Points go in selectively, and a class skill can only ever be enhanced by the class that owns it.
The rules that decide your build order
| Gate | What it requires |
|---|---|
| Points | Unspent Master Level Points in hand |
| Ownership | The skill must already be learned on that character |
| Order | Everything in the previous rank must be enhanced first |
| Depth | Ranks 1 to 8 accept up to 5 stages each |
| Rank 9 | The last skill. It opens only once you hold enhanced rank 8 skills in two or more trees |
That last line is the one people read too late. Because rank 9 needs rank 8 in two separate trees, a character that dumped every point into one tree hits a wall with nothing to show for it. Decide on your second tree early, even if it only gets the minimum.
| Tree | Early skill | Rank | What investing does |
|---|---|---|---|
| Defence | Personal defence rate increase | 1 | Raises your PvP defence success rate by the invested ratio |
| Defence | Poison resistance | 2 | Resistance against the poison attribute |
| Defence | Lightning resistance | 2 | Resistance against the lightning attribute |
| Defence | Ice resistance | 2 | Resistance against the ice attribute |
| Skill | Attack success rate increase | 1 | Raises attack success rate by the invested ratio |
| Attack | PvP attack rate increase | 1 | Raises your attack success rate against players |
| General | Durability reduction 1 | 1 | Weapons and armour wear out more slowly |
| General | Durability reduction 2 | 1 | Wings and accessories wear out more slowly, after Durability reduction 1 |
| General | Automatic HP recovery | 2 | Faster passive HP recovery by the invested ratio |
| General | Zen increase | 2 | More Zen from hunting |
What 3.0+ added to the trees

The follow-up patch widened every tree with seven enhancements shared by all classes and ten tied to specific skills. The shared seven are where the quality-of-life lives.
| Where | Enhancement | Rank | What investing does |
|---|---|---|---|
| Defence | Defence increase | 3 | Defence rises with the invested ratio |
| Skill | Max HP increase | 3 | HP rises with the invested ratio |
| Skill | Max AG increase | 3 | AG rises with the invested ratio |
| Attack | HP on monster kill | 2 | Recovers HP on a kill, once a class-specific enhancement is in place |
| Attack | Mana on monster kill | 3 | Recovers mana on a kill |
| Attack | SD on monster kill | 3 | Recovers SD on a kill, after Mana on monster kill |
| General | Experience increase | 3 | Raises experience gain by the invested ratio |
For a farming character the recovery-on-kill nodes and Experience increase pay back faster than anything defensive, because they compound over every monster you kill rather than over the rare fight that nearly kills you. The class-specific ten are all rank 2, and as always a skill the character has not learned cannot be enhanced.
| Class | Skills that became enhanceable |
|---|---|
| Blade Knight | Swell Life, Whirlwind Slash |
| Dark Wizard | Soul Barrier, Hellfire |
| Elf | Heal, Multi-Shot |
| Magic Gladiator | Whirlwind Slash, Blast |
| Dark Lord | Earthshake, Fire Burst |
What dying costs you
Master Level came with its own death penalty table, and the murder flags make it worse. Nothing about this changed enough to ignore — if you PK on a high exp server, you pay for it on the master bar as well as the normal one.
| Your status | Experience lost | Zen lost |
|---|---|---|
| Law-abiding | 0.7% | 4%, taken from inventory and warehouse both |
| Murder stage 1 | 2% | 4% |
| Murder stage 2 | 3% | 4% |
| Murderer | 4% | 4% |
What later seasons replaced
This is the half of Season 3 you can safely treat as history. The ideas survived; the specific implementations did not.
Master-grade event maps
Season 3 gave master characters their own grade of event map and locked them out of the lower ones, with tickets still assembled at the Chaos Goblin. Master characters could carry Seals of Ascension, Abundance and Sustaining, but the seals had no effect on them. The grades and recipes below are the Season 3 arrangement — on a Season 22 server, including ours, where events run all day and the entry economy is set by the server, treat it as the historical baseline and check in-game before you grind for materials.
| Event map | Grade | Ticket | Combined from | Success |
|---|---|---|---|---|
| Devil Square | 7 | Invitation +7 | Devil's Eye +7 (level 90+ drops), Devil's Key +7 (90+), Jewel of Chaos, 2,000,000 Zen | 45% |
| Blood Castle | 8 | Cloak of Invisibility +8 | Book of Archangel +8 (90+), Blood Bone +8 (90+), Jewel of Chaos, 1,050,000 Zen | 80% |
| Chaos Castle | 7 | 1,000,000 Zen plus a Royal Guard's Armour Set | — | — |
| Illusion Temple | 6 | Scroll of Blood +6 | Old Scroll +6 (Lv 96+), Illusion Sorcerer's Covenant +6 (Lv 100+), Jewel of Chaos, 13,000,000 Zen | 70% |
The payouts, and why they stopped mattering
The reward numbers are the clearest example of content ageing out. They were tuned for official rates, and read almost as rounding errors next to a single kill on a high exp server. Both tables are worth seeing once, for the shape of the reward curve rather than the figures.
| Devil Square round | Experience | Zen |
|---|---|---|
| Round 1 | 26,000 | 150,000 |
| Round 2 | 24,000 | 140,000 |
| Round 3 | 22,000 | 120,000 |
| Round 4 | 20,000 | 90,000 |
| Blood Castle payout for | Amount |
|---|---|
| Breaking the gate | 130,000 experience |
| Breaking the statue | 130,000 experience |
| Finishing the quest | 40,000 experience |
| Time bonus | 300 experience |
| Zen, winner | 250,000 |
| Zen, loser | 120,000 |
Chaos Castle paid out 3 Jewels of Bless and 3 Jewels of Soul, with the first-place prize left as it was: a random Set Option item, Jewel of Creation or Jewel of Life. The Illusion Temple paid 500,000 experience as a base plus 100,000 for points secured. Jewel rewards are the part of this that kept its value, which is why jewels rather than Zen remain the currency people care about.
Swamp of Tranquility: now a floor, not a ceiling

The 3.0+ map is a scatter of islands with a safe zone in the middle and portals to the islands at the 1, 5, 7 and 11 o'clock positions.
| Who gets in | How | Fee |
|---|---|---|
| Level 400 and above | /move Swamp_of_Tranquility or the move command window | 15,000 Zen |

When this opened it was endgame hunting. Today its value is positional: every monster here is level 95 or above, which makes the swamp one of the earliest places a fresh master character can actually earn master experience. It is the bottom rung of that ladder, not the top of anything.
| Monster | Lv | HP | Atk min | Atk max | Def | Def rate | What it is |
|---|---|---|---|---|---|---|---|
| Sapi-unus | 95 | 37,000 | 475 | 510 | 370 | 220 | Man-eater shaped like a woman, luring prey by scent across a kilometre |
| Sapi-duo | 96 | 39,500 | 470 | 505 | 375 | 225 | The grown form, sweeter scent and longer reach |
| Thunder Napin | 97 | 42,000 | 520 | 555 | 395 | 235 | A fallen tree spirit that hurts anyone to defend the swamp |
| Shadow Pawn | 98 | 43,000 | 540 | 575 | 425 | 240 | Lowest of the masses formed from dead pirates' pent-up thoughts |
| Shadow Knight | 100 | 44,000 | 570 | 600 | 445 | 255 | Its evolution, attacking with ice |
| Sapi-tress | 102 | 45,500 | 590 | 625 | 470 | 275 | Cruellest of the three, with spines grown to stop prey escaping, and it sings while hunting |
| Shadow Look | 104 | 47,000 | 650 | 680 | 500 | 290 | The highest of the Shadows |
| Ghost Napin | 106 | 48,000 | 655 | 685 | 535 | 295 | A Napin whose will the spirits took |
| Blaze Napin | 107 | 52,000 | 670 | 725 | 525 | 303 | Leader of the corrupted Napin, and the hardest hitter here |
Interface changes you still use every session
The 3.0+ HUD work is the quietest legacy on this page. Most of these became permanent, and a player who started in Season 20 would be surprised to learn they were ever new.
| What changed | Then and now |
|---|---|
| Repair hotkey | L repairs the item under the cursor, Shift + L repairs everything. Still standard |
| Whisper target | Right-click a character, or a line in the chat window, to set your whisper target. Still standard |
| Mini party window | Returned to the top right of the screen |
| Quick slots | Fixed items firing when a quick-slot key was typed mid-chat |
| Master tree button | Stays inactive on characters below master grade, which is why new players never notice it |
| PC Bang points, arrow count, auxiliary bar | Moved to the top left. The PC Bang counter is a Korean internet-café feature, so it is dead weight on a private server |
What to actually do with Season 3
Condensed into the decisions that matter on a Season 22 server:
| Decision | Do this |
|---|---|
| Elbeland | Visit if you roll a Summoner, use the shops, do not plan levelling around it |
| Summoner curses | Learn the no-stacking rule before your first party, and treat book curse power as a real stat |
| Her wings | Budget for 1 HP per hit from Wing of Misery onward; it never goes away |
| Master tree | Open a second tree early so rank 9 is reachable, and take the recovery-on-kill and experience nodes first |
| Master experience | Only hunt monsters of level 95 or above once you are past 400 |
| Event ticket recipes | Read the Season 3 recipes as background, then check the current server rules |
If you came here to work out what to build rather than what was patched, the Season 22 overview is the better next page, and registration takes about a minute. Our server runs the latest Season 22 files and opens on 30 October 2026, so the Master Level machinery described above is live from day one.
- Master Level is still the growth track after 400, and it only feeds on monsters of level 95 and above.
- Rank 9 needs rank 8 enhanced in two different trees, so commit to a second tree early.
- The Summoner is a current class, not a retired one: curses, two contracted beasts, Elbeland start.
- Curses do not stack — a new one removes the old, which is the mistake to avoid in parties.
- Wing of Misery, Wing of Despair and Wings of Dimension all cost 1 HP per successful attack.
- Elbeland's level 4 to 48 ladder and the old event payout tables are the parts you can skip.