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 added | Standing in Season 22 | Where you meet it |
|---|---|---|
| The Artifact slot and Spider Artifacts | Core, the newest gear you own | Level 800 |
| Brilliant, the 8th mastery weapons | Core, a rung you climb through | Level 1,300 |
| Crimson Flame Apocalypse, the 9th mastery armour | Core | Level 1,400 |
| Earring of Bond and the Ur Guardian | Core accessory and mount | 900 / 950 and 1,200 |
| Ignis Volcano and Bloody Tarkan | On the route, with elite zones | 1,220 and 1,250 |
| Boss Battle Together and Barka | The daily rotation | 800 and 1,000 |
| Season Pass, Mastery Soul Crystal, Tempest Muun | Live, and the part servers rewrite | Any level |
| The wing and cape crafting window | Inherited whole | Your first wings |
| Combat Power on four melee classes | Inherited, in the damage formula | Your first stat point |
| The Illusion Knight | On the creation screen, no unlock | Level 1 |
Artifacts: the slot you are still filling

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.
| Rule | What it means for you |
|---|---|
| Where it is enhanced | Chaos Goblin in Noria, with an Enhancement Stone and zen, to +15 |
| What a failure costs | One step down. The item is never destroyed, so pushing one is safe |
| Breaking one down | Hands back 1 Artifact Enhancement Stone |
| Making one | Jewel of Creation ×50 and 10,000,000 zen at 80%, 30 attempts in one go |
| Level to wear one | 800 for every Spider Artifact, types 1 to 7 alike |
| Where the materials come from | Artifact Fragments and Enhancement Stones, from the Barka time attack |
| Filling the board | A complete set pays all stats +100 over the individual pieces |

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.
| Type | Hexagons | Pool it rolls from | Ceiling at +15 |
|---|---|---|---|
| 1 | 1 | Defence, defence success rate, base defence, damage decrease | 106 / 106 / 78 / 78 |
| 2 | 2 | Strength, agility, vitality, energy, command | 56 whichever it rolls |
| 3 | 3 | Max life, max mana, max AG, max SD | 158 whichever it rolls |
| 4 | 4 | Excellent damage, critical damage, attack speed, skill attack power | 78 / 78 / 20 / 56 |
| 5 | 5 | Elemental defence and attack power, elemental defence and attack success rate | 56 / 56 / 106 / 106 |
| 6 | 6 | The curse power group | 56 |
| 7 | 7 | Rare, 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.

| What you are making | Worn at | Base item | Material and price | Jewels: Bless / Soul / Chaos / Creation | Rate |
|---|---|---|---|---|---|
| Brilliant weapon or shield, 8th mastery | 1,300 | Manticore weapon or shield, +11 / 16 options | Brilliant Anvil, 100,000 Ruud | 30 / 30 / 1 / 1 | 100% |
| Crimson Flame Apocalypse armour, 9th mastery | 1,400 | Celestial Brilliant armour, +11 / 16 options | Soul of Apocalypse, 50,000 Ruud | 30 / 30 / 1 / 1 | 100% |
| Earring of Bond, 6th mastery earring | 900 left, 950 right | Earring of Fascination, +11 to +15 | Crafting Mould of Bond, 25,000 Ruud | 20 / 20 / 1 / 1 | 60 to 100% |
| Ur, the 5th Guardian | 1,200 | 4th Guardian, +11 to +15 | Seal of Ur, 50,000 Ruud | 20 / 20 / 1 / 1 | 60 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 item | Chance it takes |
|---|---|
| +11 | 60% |
| +12 | 70% |
| +13 | 80% |
| +14 | 90% |
| +15 | 100% |
Brilliant, and what carries across

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.
| Class | Weapon | Attack power | Speed | Stat gate |
|---|---|---|---|---|
| Dark Knight | Brilliant Sword | 750–763 | 40 | Str 1,006 or Ene 936 / Agi 327 |
| Dark Knight | Brilliant Shield | defence 98, rate 125 | – | Str 245 or Ene 950 / Agi 189 |
| Dark Lord | Brilliant Scepter | 823–843 | 40 | Str 710 / Agi 166 |
| Dark Wizard, Magic Gladiator, Kundun Mephis | Brilliant Staff | 265–276, wizardry 172% | 30 | Str 308 / Agi 106 |
| Elf | Brilliant Bow | 1,104–1,137 | 55 | Str 206 / Agi 1,204 |
| Elf | Brilliant Quiver | 669–690 | 60 | Str 199 / Agi 1,190 |
| Elf | Brilliant Fairy Shield | defence 105, rate 122 | – | Str 94 / Ene 926 |
| Grow Lancer | Brilliant Lance | 508–529 | 40 | Str 448 / Agi 320 |
| Gun Crusher | Brilliant Magic Gun | 348–362, wizardry 140% | 50 | Str 379 / Agi 322 / Ene 852 |
| Kundun Mephis | Brilliant Magic Book | wizardry 73% | 30 | Agi 192 / Ene 494 |
| Lemuria | Brilliant Orb | wizardry 174% | 30 | Str 171 / Agi 87 / Ene 474 |
| Magic Gladiator | Brilliant Magic Sword | 748–758, wizardry 93% | 45 | Str 743 / Agi 458 / Ene 164 |
| Magic Gladiator | Brilliant Magic Two-Hand Sword | 1,008–1,058, wizardry 93% | 45 | Str 743 / Agi 458 / Ene 164 |
| Rage Fighter | Brilliant Claw | 654–670 | 35 | Str 595 / Agi 199 |
| Rune Wizard | Brilliant Rune Mace | 223–234, wizardry 146% | 50 | Str 294 / Agi 113 / Ene 1,108 |
| Slayer | Brilliant Short Sword | 723–790 | 45 | Str 341 / Agi 1,081 |
| Summoner | Brilliant Stick | 245–262, wizardry 163% | 30 | Str 278 / Agi 112 |
| Summoner | Brilliant Book | curse power 157% | 50 | Agi 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

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.
| Class | Defence | Total |
|---|---|---|
| Dark Knight (Conviction) | 510 / 532 / 523 / 509 | 2,074 |
| Dark Knight | 489 / 513 / 503 / 488 | 1,993 |
| Slayer | 493 / 507 / 500 / 474 | 1,974 |
| Magic Gladiator (knight) | 512 / 487 / 481 / 486 | 1,966 |
| Magic Gladiator (wizard) | 509 / 483 / 477 / 482 | 1,951 |
| Elf (attack) | 484 / 490 / 486 / 475 | 1,935 |
| Rage Fighter | 464 / 492 / 482 / 471 | 1,909 |
| Kundun Mephis | 477 / 482 / 476 / 474 | 1,909 |
| Rune Wizard | 474 / 483 / 479 / 470 | 1,906 |
| Gun Crusher | 470 / 484 / 478 / 474 | 1,906 |
| Lemuria | 474 / 485 / 475 / 459 | 1,893 |
| Dark Lord | 466 / 487 / 474 / 463 | 1,890 |
| Summoner | 471 / 483 / 474 / 462 | 1,890 |
| Dark Wizard | 469 / 477 / 474 / 463 | 1,883 |
| Grow Lancer | 460 / 472 / 469 / 461 | 1,862 |
| Elf (energy) | 402 / 409 / 403 / 391 | 1,605 |
Defence is not why you make the set. The bonuses are, and the fourth piece is where they concentrate.
| Pieces | What switches on |
|---|---|
| 2 | Mastery skill attack power, mastery main stat |
| 3 | Double damage rate +18%, mastery attack power or wizardry |
| 4 | Mastery 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 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.
| Side | Worn at | Attack, wizardry or curse power | Elemental defence | Rolls one to three of |
|---|---|---|---|---|
| Left | 900 | 330–333 | 300 | Max life +1,000; skill attack power +27; mastery attack or wizardry +110; mastery excellent or critical damage +185 |
| Right | 950 | 370–373 | 358 | Max 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 block | What it holds |
|---|---|
| Base, always | Movement speed, attack speed +7, defence +290 |
| Normal, one to three | Elemental 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 one | Fire, 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.


| Ignis Volcano | Bloody Tarkan | |
|---|---|---|
| Level to enter | 1,220 | 1,250 |
| Level the penalty stops | 1,250 | 1,280 |
| Walk in from | Vulcanus (33, 15) | Tarkan (110, 231) |
| Or move for | 50,000 zen | 50,000 zen |
| Monster levels | 640 to 650 | 675 to 680 |
| Residents that shoot | One of three | Two of four |
| What you are there for | Excellent Apocalypse armour, Brilliant Chaos Charm fragments | Excellent Apocalypse armour and socket necklaces |
| Elite zones | Five, one per element | Five, one per element |
| Elite line-up | All three residents, all at level 650 | All 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.


All seven in one ladder. Two of them eat your resources rather than your life.
| Monster | Map | Lv | Reach | What it takes off you |
|---|---|---|---|---|
| Magma Gladiator | Ignis Volcano | 640 | Melee | – |
| Magma Hook | Ignis Volcano | 645 | Melee | – |
| Magma Shaman | Ignis Volcano | 650 | Ranged, area attacks | 200 mana a hit |
| Bloody Mutant | Bloody Tarkan | 675 | Melee | – |
| Bloody Bloody Wolf | Bloody Tarkan | 678 | Melee | – |
| Bloody Beam Knight | Bloody Tarkan | 680 | Ranged | – |
| Bloody Tantallos | Bloody Tarkan | 680 | Ranged | 250 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.
| Element | In Ignis Volcano | In Bloody Tarkan |
|---|---|---|
| Fire | 171, 40 | 29, 48 |
| Water | 30, 135 | 234, 221 |
| Earth | 105, 37 | 86, 109 |
| Wind | 47, 223 | 30, 217 |
| Dark | 214, 196 | 228, 27 |
The two things Season 18 put on your daily list

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 Together | Barka | |
|---|---|---|
| When | Every night at 20:00, entry open from 19:55 | Once a day, at any hour you like |
| Where | Every channel but Loren Market, Event Map Square and Castle Siege | Its own instance, one of 7 layouts at random |
| Who gets in | Level 800, 4th class change done | Level 1,000 |
| How you get in | A Boss Battle Together Entry Ticket, from monsters level 200 and up | Right-click a Barka Entry Ticket, then talk to Aide Jerint |
| Other cost | 10,000,000 zen | None |
| Company | Everyone on your channel | Solo |
| Clock | 5 minutes to kill 2 bosses | 10 minutes for three or four areas and the final zone |
| Dying | No penalty. You respawn in the safe zone inside the boss zone | – |
| Automation | Your usual MU Helper | A dedicated Barka MU Helper on the Home key; the normal one is off |
| What qualifies you for a reward | 1,000,000 accumulated damage | Clearing the map |
| Payout | A Jewel of Harmony Box, 3 to 5 jewels, plus a Bonus Box | A Spider Artifact Fragment or an Artifact Enhancement Stone |
| Extra | Two missions pay 2 more Bonus Boxes each: highest damage, last hit | – |
| Delivery | Gremory Case | Gremory 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

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.
| Grade | Who has it |
|---|---|
| MU Pass | Every character that logs in |
| Gold Pass | A character that used a Gold Pass voucher |
| Premium Pass | A 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 want | Map that drops it |
|---|---|
| Dark Angel's Soul Crystal | Nixie Lake |
| Holy Angel's Soul Crystal | Swamp of Darkness |
| Awakening Soul Crystal | Kubera Mine |
| Frost Soul Crystal | Scorched Canyon |
| Ancestral Soul Crystal | Arnil Temple |
| Manticore's Soul Crystal | Burning Kethotum |
| Brilliant Soul Crystal | Ignis 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 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 level | Multiplier | Skill attack, 1–400 | 401–800 | 801+ | Attack line, 1–400 | 401–800 | 801+ |
|---|---|---|---|---|---|---|---|
| Lv 1 | 5× | 9 | 10 | 11 | 14 | 15 | 16 |
| Lv 2 | 7× | 11 | 12 | 13 | 16 | 17 | 18 |
| Lv 3 | 9× | 13 | 14 | 15 | 18 | 19 | 20 |
| Lv 4 | 11× | 15 | 16 | 17 | 20 | 21 | 22 |
| Lv 5 | 13× | 17 | 18 | 19 | 22 | 23 | 24 |
| Evolved | 20× | 19 | 20 | 21 | 24 | 25 | 26 |
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

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.

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.
| Class | Stats that feed Combat Power | Weapon it needs |
|---|---|---|
| Slayer | Agility | Short sword |
| Rage Fighter | Agility, Vitality | Claw |
| Magic Gladiator | Strength, Agility | One-handed or two-handed sword |
| Dark Knight | Strength | One-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

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 creation | Illusion Knight |
|---|---|
| Class ladder | Illusion Knight → Mirage Knight → Illusion Master |
| Unlock | None, available by default |
| Starting town | Lorencia |
| Str / Agi / Vit / Ene | 25 / 28 / 15 / 10 |
| Life / mana | 100 / 20 |
| Set party | Illusion Knight, Magic Gladiator, Elf |
| Where you shop first | Blacksmith Hanz in Lorencia; skill orbs from the tavern madam or Pasi |

One skill unlocks on level, four on Agility, which settles how you spend points.
| Gate | Skill | What you get |
|---|---|---|
| Level 25 | Illusion Blade | Mirrors your right-hand sword into the left for a large attack power gain. Dropped by unequipping the weapon or right-clicking the icon |
| Agility 80 | Charge Slash | A fan of sword energy. Inside 4 tiles he cuts where he stands; past that he closes first |
| Agility 650 | Wind Glaive | Throws whirlwind-shaped sword energy straight ahead |
| Agility 900 | Illusion Avatar | A 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 10P | Blade Storm | A storm of illusion blades over a wide area |


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

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.
| Blade | Attack power | Speed | Level | Stat gate |
|---|---|---|---|---|
| Silver Blade | 55–65 | 35 | – | Str 74 / Agi 128 |
| Xeno Blade | 85–95 | 35 | – | Str 147 / Agi 377 |
| Dragon Blade | 125–155 | 40 | 380 | Str 199 / Agi 718 |
| Blood Blade | 150–180 | 40 | 400 | Str 243 / Agi 824 |
| Archangel's Absolute Blade | 255–265 | 45 | – | Str 320 / Agi 530 |
| Blood Angel Blade | 325–330 | 45 | 400 | Str 282 / Agi 912 |
| Dark Angel Blade | 375–385 | 45 | 600 | Str 297 / Agi 963 |
| Holy Angel Blade | 420–435 | 45 | 800 | Str 315 / Agi 1,016 |
| Soul Blade | 496–499 | 45 | 900 | Str 330 / Agi 1,052 |
| Blue Eye Blade | 562–572 | 45 | 1000 | Str 351 / Agi 1,093 |
| Silver Heart Blade | 628–637 | 45 | 1100 | Str 362 / Agi 1,102 |
| Manticore Blade | 694–705 | 45 | 1200 | Str 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

| Worn at | Cape | Defence | Damage increase | Damage absorb |
|---|---|---|---|---|
| Level 150 | Steel Cape | 20 | 12% | 12% |
| Level 210 | Pitch-black Cape | 45 | 32% | 25% |
| Level 400, 3rd class change | Cape of Resolve | 60 | 39% | 39% |
| Level 800, 4th class change | Cape of Hatred | 140, plus attack 100 | 55% | 43% |


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.
| Level | Set | Defence |
|---|---|---|
| – | Illusion Knight Scale | 15 / 20 / 19 / 10 / 12 |
| – | Illusion Knight Iron Plate | 20 / 27 / 25 / 15 / 17 |
| – | Black Origin | 55 / 62 / 60 / 50 / 52 |
| 400 | Blood Angel | 75 / 90 / 85 / 70 / 72 |
| 1,000 | Blue Eye Illusion Knight | 292 / 300 / 298 / 283 / 286 |
| 1,100 | Silver Heart Illusion Knight | 340 / 350 / 347 / 332 / 335 |
| 1,200 | Manticore Illusion Knight | 380 / 390 / 386 / 377 / 379 |
| 1,300 | Brilliant Illusion Knight | 432 / 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 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 raise | Milestone rewarded | Muun | Base ability |
|---|---|---|---|
| Part 1, 1,450 to 1,500 | Level 1,450 | Illusion Knight Zakard | Skill attack power +15 |
| Part 2, 1,500 to 1,550 | Level 1,500 | Rage Fighter | Elemental 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.
- 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.