Season 4 is an update you inherit rather than visit. Its socket system is still how you put chosen options onto gear today, so the rules below are live knowledge. The rest of it — Laclion and Selupan, twenty level 380 socket items, rank 4 of the master trees, seven class skills and the Summoner's Lagle — has either dissolved into ordinary play or been left behind.
Season 4 in one paragraph
Released across 2008 and 2009, the update had one headline feature and a long tail. The headline was sockets: a crafting chain that let players choose item options instead of praying for a good Excellent roll. The tail was what fed it: Laclion, the only map where socket gear drops, Selupan asleep in its hatchery, rank 4 of the master trees, seven drop-taught class skills, the Summoner's pet and gear line, and a recut event timetable. The Season 3 guide covers the master level system it extended; Season 22 is where the game stands now.
Sockets: the Season 4 system you still run
Sockets are why this season refuses to become history. The system has been widened since, but its shape has not moved: extraction, synthesis, mounting, destruction. Two NPCs in Elbeland cover all four, and every item in the chain trades normally, so you can buy the steps you would rather not farm. Our Season 22 server runs a custom jewel system, worth checking before you commit jewels.

Step 1 — pull a Seed out of old gear
Extraction feeds an Excellent or Set item to the Seed Master and hands back a Seed holding one of its options. Material below +4 is refused and the item's level drives the odds, so a high-plus feeder beats a rare one. A failed attempt knocks that feeder down to a random +0 to +2 and burns every jewel involved.

| Input | Requirement | Spent per attempt |
|---|---|---|
| Jewel of Chaos | Always | 1 |
| Jewel of Creation | Always | 1 |
| Jewel of Harmony | Always | 1 |
| Excellent item | +4 or better, nothing under | 1 |
| Set item | +4 or better, nothing under | 1 |
| Zen | Always | — |
Which attribute carries which option
Six attributes divide the option pool, and the division decides where a Seed can end up: three weapon-only, three armour-only, no crossover. Read the table before extracting, because a defence option is dead weight if what you wanted to improve is a bow.

| Attribute | Fits | Options in its pool |
|---|---|---|
| Fire | Weapons | attack speed · reduced AG consumption · attack / magic power increase · attack / magic power increase per level · min attack / magic power · max attack / magic power |
| Lightning | Weapons | critical damage rate · critical damage · excellent damage rate · excellent damage |
| Ice | Weapons | item durability · attack success rate · skill attack power · mana gained on a kill · life gained on a kill |
| Water | Armour | damage reflection · damage reduction · shield defence · defence · defence success rate |
| Wind | Armour | max life · max mana · AG value · max AG · automatic life recovery · automatic mana recovery |
| Earth | Armour | vitality |
Step 2 — fuse the Seed into a Seed Sphere
A Sphere by itself does nothing: no stats, no socketing, just a container. Spheres come from monster drops, Seeds from extraction, and the Seed Master fuses the pair into a Seed Sphere that keeps the option and gains a number. Sphere grade sets how large that number is; only the first grade existed at launch. Failure takes Seed, Sphere and jewels together.

| Input | Where it comes from | Spent per attempt |
|---|---|---|
| Sphere | Monster drops | 1 |
| Seed | Extraction | 1 |
| Jewel of Creation | Always | 1 |
| Jewel of Chaos | Always | 1 |
| Zen | Always | — |
Step 3 — mount it, and mind the order
The Seed Researcher slots a finished sphere into an empty socket for a Jewel of Chaos, a Jewel of Creation and Zen. Weapons accept Fire, Ice and Lightning; armour accepts Water, Wind and Earth. What players get wrong is sequence: three spheres mounted in one specific order can roll an extra option on top, at 30%, while the same three in another order never roll it. Settle the order before the first sphere goes in.

| Mount in this order | Bonus rolled | Chance | Applies to |
|---|---|---|---|
| Fire 1, then Lightning 1, then Ice 1 | Attack power +11 | 30% | Swords, axes, blunts, spears, bows, crossbows, scepters |
| Lightning 1, then Ice 1, then Fire 1 | Skill attack power +11 | 30% | Swords, axes, blunts, spears, bows, crossbows, scepters |
| Fire 1, then Lightning 1, then Ice 1 | Attack / magic power +5 | 30% | Staffs |
| Lightning 1, then Ice 1, then Fire 1 | Skill attack power +11 | 30% | Staffs |
| Water 1, then Earth 1, then Wind 1 | Defence +24 | 30% | Helmets, armours, pants, gloves, boots, shields |
| Earth 1, then Wind 1, then Water 1 | Max HP +29 | 30% | Helmets, armours, pants, gloves, boots, shields |
The second layer counts spheres across your whole kit rather than per item, which is the argument for finishing a socket set.
| Equipped across all your socket gear | What it grants | Chance |
|---|---|---|
| Fire 1, Ice 1, Lightning 1, Water 1, Wind 1, Earth 1 | Double damage rate +3% | 100% |
| Fire 1, Ice 1, Lightning 1, Water 3, Wind 3, Earth 2 | Attack ignoring enemy defence +1% | 100% |
Step 4 — destruction is your undo button
The Seed Researcher also strips a mounted sphere back out, and Zen is the only charge. A wrong option is never permanent, but the sphere does not survive, so read destruction as paying to free a slot.
Laclion and Selupan, met at high exp
Laclion is a frozen map hanging off Devias and the only place socket gear drops, which is the entire reason it was built. Retail gated it at level 270, or 180 for a Magic Gladiator or Dark Lord, with the move command ten levels higher. On a high-exp server those thresholds fall in your first session, so the real gate is survival: all five field monsters here hit for well over a thousand.

| Laclion entry | Detail |
|---|---|
| Getting there | Type /move Laclion in the move or chat window |
| Travel cost | 15,000 Zen |
| Minimum level | 270, or 180 on a Magic Gladiator or Dark Lord |
| Level for the move command | 280, or 186 on a Magic Gladiator or Dark Lord |
| Shape of the map | Attached to Devias: safe zone, open hunting ground, hatchery |
The hatchery is the part worth remembering. You can come and go freely while Selupan sleeps; once he is awake and a short grace period passes, the entrance locks and Sherman stops working, so whoever is outside stays outside.
Waking Selupan
Destroying the spider eggs inside the hatchery brings Selupan out, and you get five minutes of free movement before the door shuts on everyone inside. He carries 4,800,000 health, a defence success rate of 1,800, varied heavy attacks and high-grade drops: a raid target in 2008, a short fight for a geared character now. Our server runs mini-bosses all day, so he is one line on a long schedule.

| Level | Monster | Attack | Defence success rate | Defence | HP |
|---|---|---|---|---|---|
| 102 | Ice Walker | 1,310 ~ 1,965 | 800 | 615 | 68,000 |
| 112 | Giant Mammoth | 1,441 ~ 2,017 | 840 | 585 | 77,000 |
| 122 | Ice Giant | 1,585 ~ 2,060 | 770 | 620 | 84,000 |
| 132 | Coolutin | 1,743 ~ 2,092 | 840 | 650 | 88,000 |
| 142 | Iron Knight | 1,917 ~ 2,301 | 800 | 660 | 95,000 |
| 145 | Selupan (hatchery boss) | not published | 1,800 | not published | 4,800,000 |
The blanks are the source's: the patch note printed only level, health and defence success rate.
The twenty socket items, and what the tables are for now
Twenty drop-only pieces shipped with the update — eight weapons, four shields, eight armour sets — all restricted to Laclion. Each rolls the ordinary options any item can roll — added attack power, added defence, added magic power, added defence rate, Luck, automatic HP recovery — and each carries one to three sockets decided the instant it drops, bows up to five. No NPC adds a socket afterwards, so socket count is the first thing to read on a drop and the only thing you cannot fix.
Every piece is a level 380 item, which puts the list behind a Season 22 character. Read the tables as identification rather than ambition: what you are holding when something drops, and whether its sockets justify the jewels.

| Class | Weapon | Hands | Attack | Speed | Magic | Drops from level |
|---|---|---|---|---|---|---|
| Blade Knight | Flamberge | One | 106 ~ 117 | 40 | — | 137 |
| Blade Knight | Sword Breaker | One | 91 ~ 99 | 35 | — | 133 |
| Soul Master | Imperial Staff | One | 57 ~ 61 | 30 | 124 | 125 |
| Muse Elf | Frost Mace | One | 106 ~ 146 | 50 | — | 121 |
| Muse Elf | Dark Stinger | Two | 162 ~ 184 | 45 | — | 134 |
| Magic Gladiator | Rune Bastard | One | 98 ~ 122 | 45 | 109 | 139 |
| Magic Gladiator | Deadly Staff | One | 57 ~ 59 | 30 | 126 | 132 |
| Dark Lord | Absolute Scepter | One | 114 ~ 132 | 40 | pet attack 72% | 135 |
Wear restriction on all eight is level 380; drop level is the monster tier they come from.

| Class | Shield | Defence | Defence rate | Drops from level |
|---|---|---|---|---|
| Blade Knight | Crimson Glory | 19 | 90 | 104 |
| Muse Elf | Frost Barrier | 14 | 58 | 99 |
| Soul Master | Guardian Shield | 12 | 55 | 106 |
| Magic Gladiator | Salamander Shield | 12 | 55 | 102 |

| Class | Set | Pieces | Helm | Armour | Pants | Gloves | Boots |
|---|---|---|---|---|---|---|---|
| Blade Knight | Titan | 5 | 63 / 111 | 81 / 132 | 74 / 116 | 56 / 100 | 57 / 96 |
| Blade Knight | Brave | 5 | 51 / 116 | 62 / 128 | 58 / 112 | 42 / 97 | 45 / 93 |
| Muse Elf | Divine | 5 | 44 / 104 | 52 / 122 | 46 / 109 | 36 / 95 | 35 / 92 |
| Muse Elf | Seraphim | 5 | 46 / 111 | 60 / 129 | 48 / 116 | 43 / 100 | 42 / 97 |
| Soul Master | Hades | 5 | 41 / 109 | 50 / 129 | 44 / 114 | 31 / 100 | 34 / 94 |
| Dark Lord | Overlord | 5 | 44 / 111 | 58 / 132 | 46 / 116 | 38 / 101 | 38 / 98 |
| Magic Gladiator | Phantom | 4 | — | 80 / 131 | 66 / 115 | 49 / 101 | 54 / 97 |
| Magic Gladiator | Destroy | 4 | — | 66 / 125 | 51 / 113 | 40 / 99 | 44 / 94 |
Cells read defence / item level. Both Magic Gladiator sets are four-piece, and every piece needs level 380 to wear.
Seven class skills that stopped being milestones
These seven were a reward structure as much as a power bump. None are trained: the orbs, spell books and scrolls that teach them drop from monsters of level 100 and upward, which in 2008 meant farming for a book. On a high-exp server you pass level 220 long before you think about an endgame build, so collect them in passing. Watch the energy lines rather than the level lines: 1,058 energy is a stat-build decision, cheap to revisit with max stats at 32,700.
| Skill | Class | Taught by | Needs | Effect |
|---|---|---|---|---|
| Strike of Destruction | Blade Knight and above | Strike of Destruction orb | Level 220+ | A hit that lands chills the target and slows it |
| Multi-Shot | Muse Elf and above | Multi-Shot orb | Level 220+ | Five piercing arrows, each doing damage |
| Heal (SD) | Muse Elf and above | Recovery orb | Level 220+, Energy 168 | Puts a fixed amount of SD back |
| Expansion of Wizardry | Soul Master and above | Expansion of Wizardry spell book | Energy 1,058 | Lifts minimum magic power for 30 minutes |
| Flame Strike | Magic Gladiator | Flame Strike orb | Level 220+ | Fire driven through the sword into one target |
| Gigantic Storm | Magic Gladiator | Gigantic Storm spell book | Energy 1,058 | Lightning falls on everything around you |
| Chaotic Diseier | Dark Lord | Chaotic Diseier scroll | Level 220+, Energy 84 | Dark energy hits an area, not one target |
Lagle and the Demonic line for Summoners
The Summoner got a pet, three skills and a gear line. Lagle was contracted in the other world of Kalun and is written up as the guide of misfortune, with plague and decay following wherever it appears. It earns its keep through one skill: equip the Book of Lagle and Pollution becomes castable, contaminating a wide circle at a point you pick, slowing monsters that walk in and damaging them over time. That is a farming tool first.

| Skill | Taught by | Needs | Effect |
|---|---|---|---|
| Pollution | Book of Lagle | Level 85+, Energy 557, Book of Lagle equipped | Lagle's own skill: contaminates a wide radius at a chosen point, slowing monsters that enter it and damaging them over time |
| Lightning Shock | Lightning Shock parchment | Level 93+, Energy 823 | A lightning-attribute burst in a radius centred on the character |
| Berserker | Berserker parchment | Level 83+, Energy 620 | Self-buff: curse power, magic power, physical attack power and max MP go up, defence and max HP go down |
Berserker is the one to understand before pressing it, since the trade is not optional while the buff runs. The Demonic gear is starter equipment — item levels 70 to 100 — a stepping stone, not kit she keeps.
| Demonic piece | Level | Stats |
|---|---|---|
| Demonic Stick | Drop level 100 | One hand, magic 92, attack 46 ~ 48, speed 30 |
| Demonic Armour | 91 | Defence 45 |
| Demonic Pants | 86 | Defence 37 |
| Demonic Helmet | 81 | Defence 32 |
| Demonic Boots | 76 | Defence 28 |
| Demonic Gloves | 70 | Defence 26 |
Master rank 4 is now the shallow end
Rank 4 opened across all four trees here, and at the time that was the ceiling. Later seasons pushed master level well past this board, so these rows are the first rungs of a longer ladder. Two rules from the update still catch people out: an unlearned skill cannot be enhanced, and a weapon skill can be invested in with no weapon equipped, you just cannot cast it unarmed. Points are scarce, so feed the tree you attack with.

| Tree | Skill | Rank | What the points buy |
|---|---|---|---|
| Shared (defence) | Maximum SD increase | 4 | Bigger SD pool per point spent |
| Shared (defence) | SD recovery speed increase | 4 | Faster SD regen; needs Maximum SD increase |
| Shared (attack) | Maximum attack power increase | 4 | Higher attack ceiling |
| Shared (attack) | Minimum attack power increase | 4 | Higher attack floor; needs the maximum version |
| Shared (attack) | Maximum magic power increase | 4 | Higher magic ceiling, plus attack ceiling on a Magic Gladiator |
| Shared (attack) | Minimum magic power increase | 4 | Higher magic floor; needs the maximum version |
| Shared (utility) | Mana reduction enhancement | 4 | Cheaper skill casts |
| Blade Knight | Strike enhancement | 4 | More damage per point spent |
| Blade Knight | Rageful Blow enhancement | 4 | More damage; needs Strike enhancement |
| Soul Master | Evil Spirit enhancement | 4 | More damage per point spent |
| Soul Master | Ice Storm enhancement | 4 | More damage; needs Evil Spirit enhancement |
| Muse Elf | Defence enhancement | 4 | Stronger effect per point spent |
| Muse Elf | Attack power enhancement | 4 | Stronger effect; needs Defence enhancement |
| Magic Gladiator | Evil Spirit enhancement | 4 | More damage per point spent |
| Magic Gladiator | Power Slash enhancement | 4 | More damage; needs Blood Attack enhancement |
| Dark Lord | Fire Scream enhancement | 4 | More damage per point spent |
| Dark Lord | Pet durability loss reduction | 3 | Dark Spirit and Dark Horse wear out slower |
Retail balance patches that never reach your server
The last block was housekeeping aimed at 2008 retail economics, and this is the part that does not apply to you. The timetable was recut from 42 daily openings to 36, Chaos Castle payouts were adjusted, ticket materials moved from monster drops into NPC shops, and Zen income was rebuilt on a different formula. On a private server all of that lives in configuration; ours runs events all day, which makes the table below history.
| Event map | Openings before | Openings after |
|---|---|---|
| Blood Castle | 12 | 12 |
| Chaos Castle | 6 | 6 |
| PC Bang Chaos Castle | 6 | 6 |
| Devil Square | 8 | 6 |
| Illusion Temple | 10 | 6 |
| Daily total | 42 | 36 |
Experience from event maps below Master Level grade went up at the same time, and the first-place pool shifted: less chance at a Jewel of Creation, more at a Jewel of Life.
| Castle | Jewel of Soul | Jewel of Bless |
|---|---|---|
| 1 | 2 | 1 |
| 2 | 3 | 1 |
| 3 | 3 | 1 |
| 4 | 2 | 2 |
| 5 | 3 | 2 |
| 6 | 3 | 2 |
| 7 | 4 | 2 |
Two rows below still matter. Socket items rank below Normal items for upgrading, useful when deciding what to feed into extraction. And set experience stopped being a Dark Knight, Elf and Dark Wizard privilege, covering Magic Gladiator, Dark Lord and Summoner parties too, which is still how parties work.
| Area | What changed in Season 4 |
|---|---|
| Zen income | The drop formula moved from EXP + 7 to EXP / 2, the Excellent option for extra Zen on a kill was cut from 40% to 30%, and NPC potions got a little more expensive. |
| Upgrading | Soul Stone success on Normal items gained 10%, and so did the combination rate carrying Normal items from +10 up to +13. Excellent, Set and level 380 items were untouched, and socket items rank below Normal items. |
| Party experience | The set experience bonus, previously limited to Dark Knight, Elf and Dark Wizard groups, was extended to Magic Gladiator, Dark Lord and Summoner groups. |
| 3rd class change | The 3-1 quest dropped to 1 of each item instead of 3, while the 3-2 quest doubled to 20 monsters of each kind instead of 10. |
| Master skill tuning | The rank 2 prerequisite was removed from every class's third tree, and Zen gain, max HP and experience values were retuned along with Blast, Soul Barrier and Hellfire enhancement. |
| Fruit | The per-level cap on fruit use was raised. |
| White Wizard | Rather than turning up in Lorencia, Noria and Devias together, the event now picks a random two of those three. |
| Castle Siege | Gates and stone statues came out of the patch with higher stats across the board. |
| PC Bang points | A Tuesday reset between 08:00 and 10:00, spendable anywhere while still only earned in a PC Bang, 1 point per 10 minutes from login instead of after a 30 minute wait, and double points from 20:00 to 24:00. Seal and chest prices moved, seal durations were extended and the chest list was rewritten. |
What to do about Season 4 on a Season 22 server
Short version for a new character:
- Learn the chain before spending jewels: a failed extraction costs the feeder item, a failed fusion costs the lot.
- Decide the mounting order first; the 30% bonus rolls are free value.
- Buy the steps you do not enjoy. Everything in the chain is tradeable.
- Collect the class skills while passing level 220, then stop thinking about them.
- Go to Laclion for Selupan and socket drops, not for its gear tables.
- Ignore the retail balance rows; rates and timetables are your server's settings.
Our Season 22 server runs the latest files: high exp, max stats of 32,700, events and mini-bosses all day, a custom jewel system. It opens on 30 October 2026, so create an account and roll a character.
- Sockets are the one Season 4 system a Season 22 character still touches daily.
- The chain: extract a Seed, fuse it with a Sphere, mount the Seed Sphere, strip it out to undo.
- Fire, Lightning and Ice belong in weapons; Water, Wind and Earth belong in armour.
- Mounting order decides whether the 30% bonus option can roll, so plan it before you start.
- Laclion is the only source of socket gear, and Selupan wakes when the hatchery eggs break.
- Rank 4 master skills and level 380 socket sets are early-game footnotes today.