This is still a work in progress — some information is still missing or incomplete. Got a question? Feel free to ask in our Discord!
These proposals came from detailed player feedback and were put to a community vote. Voting closed on October 22, 2026 and the results below are final. A proposal is accepted with at least 75% Agree (both Agree options count). Thanks to everyone who voted and left feedback! What changes and when is listed in the patch notes.
The 10 Pet Gear items (Pet Pygmy) get cheaper in both DP and GMB.
| What | Now | Proposed |
|---|---|---|
| Items 1-3 (each) | 90 DP and 10,000 GMB | 50 DP and 2,000 GMB |
| Items 4-6 (each) | 110 DP and 15,000 GMB | 75 DP and 3,000 GMB |
| Items 7-9 (each) | 140 DP and 20,000 GMB | 100 DP and 4,000 GMB |
| Item 10 | 200 DP and 30,000 GMB | 150 DP and 6,000 GMB |
| Full set of 10 | 1,220 DP and 165,000 GMB | 825 DP and 33,000 GMB |
Each use adds 20,000-25,000 to every stat of an equipped item, up to 250 uses per item.
| What | Now | Proposed |
|---|---|---|
| Price per use | 3 DP or 3,000 GMB | 2 DP or 750 GMB |
| Fully upgraded item (250 uses) | 750 DP or 750,000 GMB | 500 DP or 187,500 GMB |
With the market price of about 350 GMB per DP, both payment options now cost about the same.
Four DP shop items get much cheaper. The NX Ring shop is simplified to one option.
| What | Now | Proposed |
|---|---|---|
| NX Ring shop | 4 options: 5 DP: 50k-100k stats 15 DP: 250k-500k 50 DP: 750k-1M 250 DP: 1.75M-2.5M | 1 option: 15 DP, 250k-750k stats Stronger rings come from drops instead (proposal #9) |
| Permanent Status Resist | 300 DP (one time) | 25 DP (one time) – cheap because a few monsters can still get through it |
| EXP buff (per hour) | 15 DP | 6 DP |
| Drop / ETC / Meso buff (per hour) | 10 DP each | 6 DP each |
| Damage Resist | +10% per purchase, 100 DP each Max 90% = 900 DP | +20% per purchase, 25 DP each Max 80% = 100 DP |
Players who already own more than 80% Damage Resist are set to 80% and get DP back for what they paid extra.
Events, holiday baskets, the Dice Board and voting give better rewards.
| What | Now | Proposed |
|---|---|---|
| Winning an hourly event | 3 EP (6 on Fridays) | 10 EP (20 on Fridays) |
| Taking part (still in at the end) | nothing | +2 EP (one character per account) |
| Event with too few players | often no reward at all | Participation EP is always paid |
| @epshop prices | 30 EP = 1 DP, 1 EP = 15 GMB | unchanged – you just earn EP 3x faster |
| Holiday basket price | 100 candy | 25 candy |
| Donation Point from a basket | about 1 in 300 baskets | 1 in 50 (2%) |
| Dice Board: GMB | 25-50 | 50 |
| Dice Board: Pink Cube | 5 | 20 |
| Dice Board: Life Scroll | 1-5 | 10 |
| Dice Board: Miraculous Chaos Scroll | 1 | 5 |
| Dice Board: Oda Coin | 1-5 | 10 |
| Dice Board: Worm | 1-10 | 10 |
| Dice Board: Net Cafe Gacha | 1 | 5 |
| Dice Board: Red Cube | on the board | removed |
| Dice Board: Donation Point | 1 DP, on 1 square | 1 DP, on 4 squares |
| Voting streak | no streak reward | 7 days in a row: 1 DP, then +5 DP every further 7 days (16 DP a month) |
| Beast Tamer with Vote Points | not possible | 6 VP per use |
Hardly anyone uses the Ardentmill shop because of its prices (all paid in GMB). It gets cleaned up and made cheap.
| What | Now | Proposed |
|---|---|---|
| Energy drinks | 60,000 to 1,500,000 GMB each | removed |
| Materials | 100 to 50,000 GMB each | removed |
| 4 entry tickets | 1,000 to 10,000 GMB each | 100 GMB each |
| Pickaxe and herbalism tool | 100 GMB | 100 GMB (unchanged) |
| Hiring a Mining or Herbalism worker | 2 DP per hour | 1 DP per hour |
Between levels 10,000 and 20,000 you currently need a party to level in Monster Park Hard or Hell. If nobody is around, you're stuck. Numbers are for a full 30-minute Stronghold run.
| What | Now | Proposed |
|---|---|---|
| Solo Hell, level 10,000-20,000 | less than 1 level per run | about 18 levels per run |
| Party Hell, level 10,000-20,000 | about 30 levels per run | about 20 levels per run (lower, see below) |
| Solo Hell, level 20,000+ | about 7-8 levels per run (added in the latest update) | about 9-10 levels per run |
| Party Hell, level 20,000+ | about 10-11 levels per run | about 10-11 levels per run (unchanged) |
| Solo Hard, level 10,000-20,000 | less than 1 level per run | about 15 levels per run |
| Party Hard, level 10,000-20,000 | about 15 levels per run | about 17 levels per run |
| Solo Hard, level 20,000+ | about 8 levels per run | about 8 levels per run (unchanged) |
| Party Hard, level 20,000+ | about 10-11 levels per run | about 9 levels per run |
| Max per day (25 Hard + 30 Hell runs), solo, level 10,000-20,000 | less than 55 levels | about 915 levels |
| Max per day, party, level 10,000-20,000 | about 1,275 levels | about 1,025 levels |
| Max per day, solo, level 20,000-30,000 | about 425 levels | about 485 levels |
| Max per day, party, level 20,000-30,000 | about 525 levels | about 540 levels |
| Halving every 10,000 levels | none | From level 20,000, levels per run are halved every 10,000 levels (max per day below, solo / party) |
| Max per day, level 30,000-40,000 | – | about 243 solo / 270 party |
| Max per day, level 40,000-50,000 | – | about 122 solo / 135 party |
| Max per day, level 50,000+ | – | about 61 solo / 68 party |
| Rule | none | From level 10,000, a party gets at most 10% more EXP per kill than solo, in both Hard and Hell. Hell gives 20% more than Hard (tougher monsters). No mode gives more than 20 levels per run. |
Heads-up: one thing gets slower: Party Hell at level 10,000-20,000 drops from about 30 to about 20 levels per run, so a party at level 10,000-20,000 gains about 1,025 instead of 1,275 levels per day. Everything else gets faster, solo players the most. Why: this server is built around solo and idle play, so leveling shouldn't depend on finding a group. Parties stay faster (more EXP, and you kill faster together), but you're never stuck, and nobody has to run a second account to keep leveling.
Balance changes have come often and without warning. This sets fixed rules.
| What | Now | Proposed |
|---|---|---|
| When balance changes go live | any time | Every 2 weeks, on patch day. Bug fixes and new content can still come any time. |
| Notice | usually none | Patch notes 4 days in advance, with reasons, numbers and a forum thread |
| Big changes | decided by staff | Proposed to the community first, like this page |
| Nerfs | sometimes large cuts at once | Small steps; buffs can come quickly |
| A DP price goes down | no compensation | Price difference refunded in DP (as far as purchases can be traced) |
| Something you bought with DP gets nerfed | no compensation | Up to 100% of the DP refunded (depends on the situation, at least 75%) |
| Rollbacks | possible | Only for heavy exploits; otherwise changes only apply going forward |
| Exploits and game-breaking bugs | fixed when found | Fixed immediately, explained afterwards |
| Firestarter Ring | price changed several times (300 / 500 / 1,000 DP) | Fixed at 500 DP |
Since the Silver and Gold Boxes were removed, DP has come almost only from donating. These changes let free players earn DP by playing.
| What | Now | Proposed |
|---|---|---|
| @week: monsters to kill | 15,000 | 2,500 |
| @week: bosses to kill | 50 | 5 |
| @week: other tasks | none | Extra tasks such as: kill Pink Zakum, Dojo runs, Boss PQ, Monster Park, MLHS, Sengoku, vote, get 1 Fish Coin by fishing, scroll an item, cube an item, use a gachapon ticket (chair / Net Cafe), and more |
| @week: final reward | 1 DP | 5 DP |
| @daily | disabled | 4 tasks a day: vote + 3 random from: kill 100,000 monsters, kill any boss, gain 1,000,000,000 mesos, 1 Monster Park run, 1 Dojo run. Reward: 1 DP + 100 GMB + 10 Worms |
| Burning Hell run | no DP | 1 DP per completed run (up to 10 a day) |
| Silver Box | removed | Back: 1-10 DP, or one of: Worms, Life Scrolls, Hero's Key, Golden Meso Bags, Game Die, Fury Totem, Wild Totem, Super Enhancement Scrolls, Pink Cubes, White Cubes, Miraculous Chaos Scroll, Hyper Teleport Rock, MLHS Entry Key, Chair Gacha Ticket, Damage Skin Box, Net Cafe Gacha, Sengoku Entry Key, Protection Scroll, Purple & Pink Hammers, Golden Maple Leaf, Fuchsia Maple Leaf, Pink Zakum Coupon, Boss Coins |
| Gold Box | removed | Back: 10-100 DP, more and better rewards, plus Legendary Chaos Scroll, Fusion Anvils (all 3), Innocence Scroll Lite, Perfect Innocence Scroll, Unity Heart, and an ultra-rare Firestarter Ring |
| Where to get boxes and keys | – | Rare monster drops (about as rare as the Donation Point drop; Gold much rarer), the EP shop, the VP shop and the Dice Board. |
| Achievements, quests, Collection Log | no DP rewards | New entries with DP rewards (rewards already claimed can't be paid out afterwards) |
Together with proposals #4 and #6, an active free player earns roughly 8-12 extra DP per day. Boss rewards will be reworked later; after that, bosses may become a DP source too.
Gear upgrades can be found by grinding instead of only bought.
| What | Now | Proposed |
|---|---|---|
| Inkwell: 1 Spell Trace → Super Enhancement Scrolls | 100 scrolls | 1,000 scrolls |
| Inkwell: Super Enhancement Scrolls → 1 Spell Trace | 150 scrolls | 1,000 scrolls (same both ways, nothing lost when swapping back) |
| Rare slot items in the global drop table | none | Face accessory, eye accessory, belt, NX ring, earrings, shoulder decoration |
| Their stats | – | Scale with your character level (level 1 to 32,767): up to 500k weapon attack, and STR/DEX/INT/LUK can go above 2 million |
| Their drop chance | – | 1 in 1,000,000 per kill, multiplied by your drop rate. At high drop rate you'll find them regularly; the hunt is for a good roll. |
Only about 5,700 DP exists across all accounts, so the market is slow and Golden Meso Bags have no fixed value. A new NPC exchanges GMB for DP at a fixed rate.
| What | Now | Proposed |
|---|---|---|
| Exchange GMB for DP | not possible (market only) | 500 GMB = 1 DP at a new NPC, fixed rate, no RNG |
| GMB value on the market | no floor, depends on who sells | Never much worse than about 500-600 GMB per DP, because the NPC is always there |
| DP in circulation | about 5,700 DP in total, mostly from donations | More DP reaches the market, and GMB keeps its value at fairer rates instead of everything being a GMB sink |
| Abuse protection | – | Bound to your PC/IP, so alt accounts on the same PC don't add up. White-listed accounts (two players sharing one connection) each count on their own. |
Other DP routes, like Mining Scrap, will be recalculated to fit this rate.
The Dojo bonus cap (average × 3, at least 5,000%) holds you back from farming the stats you actually want. It goes away, and the EXP cap scales with your level instead.
| What | Now | Proposed |
|---|---|---|
| Dojo bonus cap per stat | average of your stats × 3 (at least 5,000%) | No average cap: every stat can be farmed up to 99,999% |
| EXP cap | fixed steps by total level (below), doubled by a Totem, never above 99,999% | Your level × 10, at least 10,000%, at most 99,999% (this is the cap with a Totem) |
| EXP cap at level 1,000 | 2,500% (5,000% with Totem) | 10,000% |
| EXP cap at level 2,500 | 5,000% (10,000% with Totem) | 25,000% |
| EXP cap at level 5,000 | 12,500% (25,000% with Totem) | 50,000% |
| EXP cap at level 7,500 | 25,000% (50,000% with Totem) | 75,000% |
| EXP cap at level 9,500 | 50,000% (99,999% with Totem) | 95,000% |
| EXP cap at level 10,000+ | 99,999% | 99,999% (unchanged) |
| With the DP EXP buff | 125,000% at any level | 125,000% at any level (unchanged) |
Example: a level 5,000 player only needs about 25,000% @bonus EXP plus a totem to reach their EXP cap. The road to level 10,000 gets easier, and the real end game still starts there.
Every @boss map costs Golden Meso Bags to enter, while Spell Traces from Mu Lung Dojo have almost no use. This swaps the entry fee to Spell Traces, so they get a purpose and less GMB is burned on entries.
| What | Now | Proposed |
|---|---|---|
| Entry fee paid in | Golden Meso Bags | Spell Traces (earned in Mu Lung Dojo) |
| Rate | – | 50 Spell Traces = 1 DP = 500 GMB, so 1 Spell Trace = 10 GMB |
| Von Leon to Lotus (18 bosses) | 2 GMB | 1 Spell Trace (anything under 10 GMB becomes 1) |
| Lucid to Black Bean, incl. Chaos Arkarium (10 bosses) | 50 GMB | 5 Spell Traces |
| Boss entry keys | DP only | DP or GMB, at 500 GMB per 1 DP of the price |
Boss rewards stay the same, only the entry fee changes.
The current soft caps (Total Level 9,999 to 12,499) ask for 50,000-99,999% in every @bonus stat, and after 12,500 there is no gate at all, so hyper leveling is unlimited. This replaces them with gates every 2,500 levels that take about a week of normal play to clear.
This fully unlocks Mu Lung Dojo @bonus stat farming. No more @bonus cap based on your level and no more @bonus level lock; the only limit left is the 99,999% maximum per @bonus stat. Example: a level 5,000 player can farm all the way up to 99,999% @bonus EXP without being held back by their level.
| What | Now | Proposed |
|---|---|---|
| Level gates | every 500 levels from 9,999 to 12,499, none after 12,500 | Every 2,500 levels: 9,999, 12,499, 14,999, 17,499 and so on, with no end |
| To break through a gate | 50,000-99,999% in all 8 @bonus stats | 1,000 Ascension Points (AP), earned while playing |
| While you are at a gate | EXP holds at the edge of leveling | Same: EXP holds, nothing is lost, the next kill after breaking through levels you up |
| AP: daily vote | – | 30 AP (once per day) |
| AP: hourly event boss | – | 15 AP per kill, up to 60 per day |
| AP: @boss clears | – | 10 AP per different boss, up to 50 per day |
| AP: trial runs | – | 5 AP per run, up to 25 per day |
| AP: Dice Board | – | 10 AP per round, up to 20 per day |
| AP: crafting with @craft | – | 2 AP per craft, up to 20 per day |
| AP: time online | – | 5 AP per hour, up to 25 per day |
| Time to clear one gate | weeks to months of @bonus farming | About 1 week for an active player (max about 230 AP per day, so at least 5 days) |
| Buying AP | – | Not possible, no DP or GMB shortcut |
| Players already past a gate | – | No levels lost. Your next gate is the next one above your current level, and AP starts at 0 after each breakthrough |
| Reward per breakthrough | – | +1% Rare Drop Rate per gate cleared, permanent (gate 9,999 = +1%, 12,499 = +2%, 14,999 = +3% and so on) |
AP only counts while you are standing at a gate, so it can't be saved up in advance. Numbers can still be tuned based on your feedback.
Every @training map above level 2,500 needs its full level to enter. To train in a better map before that, you depend on another player with VIP Teleport to bring you there. This opens @training up so you can reach better maps on your own.
| What | Now | Proposed |
|---|---|---|
| Entry requirement | the map's full level | Map level minus 1,500 |
| Example: a level 9,500 map (Limina) | level 9,500 | level 8,000 |
| Example: a level 6,050 map (Lachelein) | level 6,050 | level 4,550 |
| Example: a level 2,525 map (Dark Ereve) | level 2,525 | level 1,025 |
| Maps up to level 2,500 | no requirement | no requirement (unchanged) |
| What you can enter | only maps at or below your level | Every map up to 1,500 levels above you |
| Needing someone with VIP Teleport | the only way into higher maps early | Not needed: solo players get there themselves |
Leveling in higher maps while playing solo gets a bit faster. Monsters there still hit hard, so going in early is your own choice.
Once you have claimed the fishing belts, extra 120 cm and 131 cm fish have no use. They can now be traded back to the fishing NPC for Worms. Every fish already paid you Fishing Coins when you caught it, so this is purely an extra on top.
| What | Now | Proposed |
|---|---|---|
| 120 cm fish | no use after the belt | 10 fish = 1 Worm |
| 131 cm fish | no use after the belt | 5 fish = 1 Worm |
| 140 cm, 148 cm and Gold fish | used for belts | unchanged (no trade) |
You can still keep the 1,000 / 800 fish you need for the belts; the NPC warns you if you are about to trade fish you still need.