Mechanics
What this server does differently, one mechanic after another.
Cosmetic storage
Costumes, hairstyles, weapon skins and wings are kept per ACCOUNT, forever. The first time you use a cosmetic item it asks once and then binds to your account: it is marked (B), can no longer be traded, and is added to your Cosmetic Storage.
Your Cosmetic Storage is on the website under Account, Cosmetics: everything you own, with categories, class and gender filters, a 3D preview on your own character and a wish list. Items you do not own yet are shown greyed with where they come from.
In the game the Wardrobe NPC stands beside the Storekeeper. It opens your whole collection and hands out a bound copy of any piece, one per minute per account, to any of your characters. A bound cosmetic that is destroyed is therefore never lost.
High Risk PvP mode
From level 15 every character is offered a choice: No Risk, which is the ordinary game, or High Risk. A High Risk character may be attacked and killed by anyone, its own empire included, and nobody is punished for doing so.
In exchange it earns 50 % more experience and finds 25 % more drops (added to the other drop bonuses such as Vote4Buff and the Bounty bonus). When it dies it drops items the way a Cruel character does: out of the bags and off the body, with the stock quantities and the stock protections.
The choice is never final. It can be switched either way at any time at a Guardian or a City Guard, and the mode never affects players who did not opt in. The Guardian's dialogue and every High Risk notice come in your client's language.
Challenges
Challenges are optional rule sets for a new character. They make the game harder and pay Achievement Points, titles and one cosmetic per account. No reward gives stats.
You choose them at level 1 in the violet letter "Challenges": click a mode to read its rules and rewards, choose every mode you want, then press Done and type your character name once to start them all. At level 2 the choice is sealed.
You can leave a challenge early at any Guardian on Map1. Leaving is permanent: the progress is gone, but milestones, points and titles you already earned stay.
- Hardcore cannot be combined with Daredevil, and Ironman cannot be combined with Lone Wolf.
- Resolute, Hardcore and Ironman together are Legend, with rewards of its own on top.
- Milestones at level 30, 50, 75 and 90 pay Achievement Points; level 50 and 75 also give a title. Level 75 completes the challenge and unlocks its cosmetic, once per account.
- Your challenges show as a badge next to your name. The Challenges tab of the character window lists your progress, the rules and the rewards.
- The death of a Hardcore character is announced to every player.
Challenge: Resolute
Monsters give only the base EXP. Everything else works as usual.
- Monster EXP at the base rate; only the Experience Ring adds to it
- No EXP items and no other EXP bonuses
- Training Dummy and Bounty EXP are cut to the base rate too
- Party EXP, quests, drops, yang and trading work as usual
- Completed at level 75; then you keep or lift the rules
- Level 30: 75 Achievement Points
- Level 50: 150 Achievement Points, Title: Steadfast
- Level 75: 1200 Achievement Points, Title: The Patient, Cosmetic: Golden Devil Wings
- Level 90: 600 Achievement Points
- You can leave the Challenge early at any Guardian in Map1.
Challenge: Hardcore
One death and the challenge is lost. These rules apply:
- PvP is off (duels and guild wars are the exception; deaths there do not count)
- High Risk is not allowed
- Deaths from disconnects or server faults can happen and end the challenge too
- As soon as the character dies once, the challenge is lost
- Completed at level 75; the one-life rule continues
- Level 30: 175 Achievement Points
- Level 50: 350 Achievement Points, Title: Undaunted
- Level 75: 2800 Achievement Points, Title: Survivor, Cosmetic: one Doctor Death weapon for your class
- Level 90: 1400 Achievement Points
- Max level: Title: Immortal
- You can leave the Challenge early at any Guardian in Map1.
Challenge: Ironman
You are on your own: no trading, no groups, everything you own you farmed yourself.
- No trading with players and no buying or selling in player shops (Offlineshop included)
- No parties, group dungeons, marriage or referral rewards
- No buffs from other players and no guild skills
- Pick up only your own loot; withdraw only your own storeroom deposits
- At least 80 % of the player damage on a monster must be yours, or there is no EXP and no drop
- NPC shops, the Item Shop storage and the wardrobe are allowed
- Completed at level 75; then you keep or lift the rules
- Level 30: 150 Achievement Points
- Level 50: 300 Achievement Points, Title: Self-Reliant
- Level 75: 2400 Achievement Points, Title: Self-Made, Cosmetic: Lone Wolf Mount
- Level 90: 1200 Achievement Points
- You can leave the Challenge early at any Guardian in Map1.
Challenge: Lone Wolf
Trading is allowed, but you fight alone.
- No parties and no group dungeons
- No buffs from other players
- At least 80 % of the player damage on a monster must be yours, or there is no EXP
- Drops and trading work as usual
- Completed at level 75
- Level 30: 25 Achievement Points
- Level 50: 50 Achievement Points, Title: Loner
- Level 75: 400 Achievement Points, Title: Lone Wolf, Cosmetic: Iron Vanguard
- Level 90: 200 Achievement Points
- You can leave the Challenge early at any Guardian in Map1.
Challenge: Daredevil
From level 15 you play in High Risk for good. CAUTION: you can lose items when you die.
- High Risk switches on at level 15 and cannot be switched off
- High Risk's combat, loot and death rules apply
- No duels and no AFK stations, including the Guardian's Chest
- Only the Guardian on Map1 can end this challenge
- Completed at level 75
- Without this challenge you can also switch on High Risk at any Guardian from level 15, with no penalties
- Level 30: 25 Achievement Points
- Level 50: 50 Achievement Points, Title: Reckless
- Level 75: 400 Achievement Points, Title: Daredevil, Cosmetic: Daredevil Glow
- Level 90: 200 Achievement Points
- Talk to the Guardian on Map1 to leave Daredevil.
Challenge: Legend
Resolute, Hardcore and Ironman at the same time.
- All rules of the three modes apply
- Monster EXP at the base rate; only the Experience Ring adds to it
- One death against monsters ends Legend
- No trading, no groups and no help from other players
- Losing or leaving one of the three modes ends Legend
- Completed at level 75
- Level 30: 200 Achievement Points
- Level 50: 400 Achievement Points, Title: Rising Legend
- Level 75: 3200 Achievement Points, Title: Legend, Cosmetic: one Andun Glory one-handed weapon for your class
- Level 90: 1600 Achievement Points
- You can leave the Challenge early at any Guardian in Map1.
Movement speed
Every character receives a permanent movement-speed bonus the moment it logs in: on this server it is +90 %.
There is no item and no button for it; it is simply how fast people run here. It survives death and is refreshed at every login.
That puts everyone at 190 % movement speed. The maximum is 250 %: boots, skills such as Berserk or Feather Walk, horse skills, mount bonuses and every other movement-speed bonus add on top, up to that limit -- on foot and on horseback alike.
Your Buffi always runs exactly as fast as you do, whatever your speed.
Day and night
The world turns dark at 20:00 and light again at 06:00 server time, every day, for everyone at once.
Night is not only scenery: after dark the Bounty Board draws extra night jobs, and one of its job kinds counts only kills made at night.
What Metin Stones and bosses drop here
Every Metin Stone, boss and sub-boss carries an extra drop list on top of the stock one. Which list it gets depends on its level band; the table below names every item of each band, and every stone's or boss's own page shows its list. The sub-bosses of the first maps use the list of the Metin of Sorrow (map 1) or of the Metin of Black (map 2). Chances are not published.
A stone or boss far below your own level pays less, exactly as stock drops do. Above your level drops get better up to 15 levels higher and stay at their best up to 20 levels higher, then fall off again: 25 or more levels above you, almost nothing drops. Your alignment counts for every drop too: Chivalric x1.05, Noble x1.03, Good x1.02, Friendly x1.01, Neutral x1.00, Aggressive x0.95, Fraudulent x0.90, Malicious x0.85, Cruel x0.75. Hover the bag-of-gold icon on a monster's health bar to see your own drop rate against it, factor by factor.
- Blood Stone: every Metin Stone and boss above level 75.
- Flame Stone and Ice Flame Stone: Razador and Nemere, and very rarely the Metin of Ruin (level 110) and the Metin of Oblivion (level 115) on Gautama Cliff.
- Gautama Cliff is the hardest map: every monster there has 25 % more HP, damage and defence than its page shows, and the guards of its two new Metins hit harder still.
- Pearls (white, blue, blood red): the big bosses.
- Buffi Upgrade Token: Metin Stones of every band (more often the higher the band), bosses, and the sub-bosses of the first two maps.
- Building materials for the Player's Estate: Cut Stone from Metin Stones, Seasoned Timber from Metin Stones and bosses, Wrought Iron from bosses and sub-bosses.
- Soul Stone, Zen Bean and the four Dragon God items (Life, Attack, Defence, Critical Strike) follow their own level ladder.
- Red and blue potions and arrows never drop from monsters on this server.
| Level | Drops |
|---|---|
| 1 – 24 | |
| 25 – 39 | |
| 40 – 59 | |
| 60 – 74 | |
| 75 – 89 | |
| 90+ |
Bounty Board
A Bounty Master stands beside every town Guardian. He hands out the day's jobs, takes finished ones back and sells things only he sells, for a currency only he pays: the Bounty Token.
Finish three of the day's jobs and you get a buff until the board is redrawn: 5 % more damage against monsters, 15 % more experience and 15 % more item drops. Finish five (possible when night has added its jobs) and it doubles to 10 % / 30 % / 30 %. Rewards also come as Bounty Tokens, Yang and experience; his shop sells the items below for Bounty Tokens.
Sells
The Dragon's Trial (level 90)
From level 90 the Old Dragon Watcher at the arrival point of Cape Dragon Fire gives every character one trial of its own class. Each trial has four steps on the Cape. After them waits one last challenge, the same for every class -- what it is, the Watcher tells only those who reach it. It is the most dangerous part of the trial: come prepared, and bring a group. The trial can be done once per character, and its blessing stays for good -- it works against monsters only.
Bosses, the Cyclops leaders and the Sura's Metin stones count for EVERYONE who hurt them and is on that step, not only for the one who lands the last hit -- and so does the last challenge, for every group member on that step who fought.
- Warrior (Bane of the Giants): 150 Gnoll Warriors or Gnoll Defenders, 10 Cyclops Eyes (Cyclops Executioners), General Outis and Arges, the Gnoll Lord. Blessing: Strong against Bosses +20%.
- Ninja (The Silent Hunt): 100 Gnoll Archers, 10 Cyclops Sinews (Cyclops Soldiers), 200 monsters of the Cape within 30 minutes, Bone Face. Blessing: Monster Resistance +10%, Strong against Monsters +15%, Absorb HP 10% on monsters.
- Sura (The Pact of Embers): 100 Gnoll Magicians or Cyclops Magicians, 3 Metins of Gloom and 2 Metins of Ember (an Ember Heart each, handed to the Watcher), Rakshasa. Blessing: Strong against Metins +10%, Absorb SP 20% on monsters.
- Shaman (The Dragon's Prayer): pray at the four Dragon Shrines of the Cape (stand still 5 seconds at each), 20 Cape Herbs (any gnoll), 100 monsters together with a group, Martyaxwar. Blessing: a group aura -- Strong against Monsters +5% for every group member near you -- and EXP from monsters +10%.
- Then everyone: the last challenge. The Watcher tells you what it is once your class's four steps are done.
- The trial's items cannot be traded, dropped or sold.
- The bonus window lists the blessing as "Dragon's Trial".
Guardian's Chest
Next to the town-square Guardian of each empire stands a chest that rewards staying online. Click it and choose "Start searching": every 10 to 60 minutes (rolled fresh each time) the search turns up one box: an Upgrade Box, a Loot Box, a Skill Box, an Enchant Box, a Class-Skill Box, a Material Box or a Herb Box. The Material Box comes by your level: Beginner below 36, Standard from 36, Expert from 66. The Herb Box holds one of eight herbs: Peach Blossom, Bellflower, Kaki Blossom, Gango Root, Lilac, Tue Fungus, Alpine Rose or Mulberry.
Moving, attacking or logging out ends the search; a found box restarts the clock on its own. These are the boxes it can hand out:
Horses
You get your first horse at level 25, and you can already fight from the beginner horse. Once your horse reaches level 11 (the War Horse) you have +5 % Strong against monsters for good - mounted or not, as long as you own it.
There are qualification tasks only at horse level 1 and horse level 11; after that there are none. A Horse Riding Ticket can be swapped for a Horse Medal.
On a horse, Ninjas with daggers and Shamans with a fan attack with the one-hand sword's swings: the same wide arc, so they hit as many monsters as a mounted sword fighter. Ore veins cannot be mined from horseback.
Biologist
The cooldown between two hand-ins at the Biologist is 2 hours instead of the standard 24 hours.
Bonuses, resistances and immunities
1st to 5th bonus: of the elemental resistances only Magic Resistance can still be rolled on equipment. Fire, Ice, Lightning, Earth, Dark and Wind Resistance are out of the pool, and Magic Resistance actually reduces magic damage.
Resist Stun and Resist Slow (the shield bonuses) give full immunity: a character wearing them can never be stunned or slowed. Every other immunity keeps its stock behaviour.
6th and 7th bonus: Bewitch Item and Bless Item draw from one PvE pool that is the same for every slot. It holds strong against animals, orcs, esoterics, undead, devils, monsters, Metin Stones and bosses, attack value, critical and piercing hit, movement speed, attack speed, monster resistance, HP and the four stats. There are no class bonuses in it, and each bonus rolls one of several values. The full ladder is on the Bonuses page.
Anti-XP Ring
The General Store sells the Anti-XP Ring for 100 Yang. While you wear it you gain no experience at all: not from kills and not from quest rewards. Take it off to level again.
Dragon Coins as items
The Item-Shop's currency also exists as three items worth 10, 100 and 250 Dragon Coins. Right-click one, confirm, and its value lands on your account, the same wallet the Item-Shop spends from.
The coins stack, sit in the storeroom and can be handed to another player, which is the point: a number in a database cannot be traded, an item can.
Player's Estate
Your own house. Buy the Estate Deed in the Perma Item window of the Recycler & Crafter for 2,500 Recycling Tokens - anybody can, at any level. Right click the Deed anywhere outside a dungeon and it takes you home; inside, the Deed is the house menu.
Rooms are bought from the Steward, once for your whole account: a storeroom, a portal chamber, a garden, a guest wing your party can come along to, a study with buffs and a treasury that exchanges Bounty Tokens. Rooms cost a level, Yang and the three building materials that Metin Stones and bosses drop: Cut Stone, Seasoned Timber and Wrought Iron.
Every room, its cost, the study's buffs, the garden's harvest and the portal destinations are listed on the Estate page.
Master at level 17
Every skill becomes Master (M1) the moment it reaches level 17 - no chance roll, no lost points. A skill that was left at 17, 18 or 19 by the old roll is Master the next time you log in.
That is why the Skill Reset Document no longer drops. One you already have still works: from level 30 it resets your skills, and below level 30 the Old Woman does it for Yang.
Talents
The two slots in the support tab that used to hold the foreign languages now hold your specialisation's two talents: a stat talent and a signature talent. Both work against monsters, and the Skills & Talents page lists every one with its bonuses.
Talent Books train a talent up to Master (M1) - one counted read per level, and at 17 it becomes Master like every skill. From M1, Master Books take it on to Grand Master (G1): 1 counted read at M1, 2 at M2 ... 10 at M10, 55 in all. Both books are read exactly like skill books: 20,000 EXP per read, 35% that a read counts (Concentrated Reading makes it count and is used up), and the skill book's wait after every read (an Exorcism Scroll skips it). From G1, Soul Stones take it to Perfect Master (P), listed in the Soul Stone's own window.
The four books - a Stat and a Signature version of each - drop wherever Buffi Upgrade Tokens drop. Low-level monsters drop mostly Talent Books, high-level ones mostly Master Books, and from level 100 only Master Books. A learned talent shows on the top-left buff bar with what it gives.
Fishing
The old fishing system is gone. Catching a fish is an interactive minigame with a random element, made so that it cannot be scripted, and every fish in the game can actually be caught: twelve of them could never be caught before.
Fifteen languages at once
The server speaks your client's language: quest dialogues, NPC menus and notices come in the language your game is set to, fifteen languages side by side on one server. A small flag beside every character's name shows which language they play in.
The Buffi, your buffing companion
From character level 15 a Buffi joins you: a small shaman companion, opened with the B button in your inventory. It casts the three Dragon Force buffs on you, Blessing, Reflect and Dragon's Strength, with exactly the numbers a shaman with the Buffi's INT and skill level would give. Buffs from the Buffi and from a real shaman do not stack; the newer cast replaces the older one.
Left click a skill to cast it once (10 s cooldown, 5 minutes duration). Right click it and the Buffi re-applies it by itself whenever it runs out. A summoned Buffi walks behind you and rides with you on your horse; it cannot be attacked.
Everything about it is paid in Buffi Upgrade Tokens: they drop from bosses, from the sub-bosses of the first two maps and from Metin Stones, and the Bounty trader sells them.
- Level: 1 token per level up to 20, 3 up to 40, 5 from 41; at most level 105 and never above your own level. Each level gives one skill point and INT points: 3 up to level 20, 2 up to 40, 1 from 41.
- INT starts at 1 and rises by the points each level brings. Every buff scales with it.
- The Buffi has to be progressed like a normal Shaman character. You have to read Skill Books after one of your Skills hit M1. Reading a Skill Book not only costs that skill's skill book, it also requires a Buffi Upgrade Token.
- After you hit G1 with a skill, leveling further requires a Soul Stone & 3 Buffi Upgrade Tokens for each attempted upgrade. They have similar upgrade chances like your normal abilities.
- Concentrated Reading and Exorcism Scrolls can be used for your Buffi Skills as well. Read books share a cooldown with your normal abilities.
Sorting and locking your bag
The sort button at the bottom of the inventory sorts and stacks the whole bag in one go, in an order you can change, and can also fill the bag from the last slot backwards.
Lock items in the same menu: mark items in your bag (they glow red), save, and sorting leaves them exactly where they are while everything else is sorted around them. The lock belongs to the item, not to the slot, so a locked item you move by hand stays locked.
Recycler & Crafter
The Recycler & Crafter stands beside the General Store Saleswoman in every town. She has three windows: Recycling, Item Crafting and Perma Items, and a shop that takes Recycling Tokens.
Recycling takes upgrade materials, skill books and spirit stones you no longer need (drag them in or right-click them) and pays Recycling Tokens; the window shows what you get before you confirm. Anything else is marked red and refused. Tokens cannot be traded or sold.
- Per piece: Beginner material 1 Token, Standard 3, Expert 5.
- Any other upgrade material and the three building materials: 1.
- A skill book: 2. A spirit stone +0/+1: 1, +2/+3: 2, +4: 3.
- A Buffi Upgrade Token: 50. A stack pays for every piece in it.
- "How does this work?" in her menu explains recycling, Perma Items and the Item Crafting Window.
Item Crafting Window
At the Recycler, the menu entry "Item Crafting" opens a list of exchanges: N of one item for M of another. Both items show their tooltip, and under what you give you see how many you have against how many are needed.
The count and the arrow are green when you can exchange several times, yellow for once and red when you cannot. The Exchange button asks how many times (it starts at 1, shows the most you can afford and has a Max button), then asks once more with the totals ("Exchange 9x A for 3x B?"); locked items and items in a trade are never taken, and nothing is taken without room in your bag.
- Categories on the left (All is preselected): Enchants, Potions, Weapons, Armour, Upgrades, Costumes and Other.
- The star beside an exchange makes it a favourite of your whole account; favourites stand at the top in the order you clicked them.
- The full list of exchanges is on the Crafting page of this wiki.
Perma Items
At the Recycler & Crafter, "Perma Items" opens a list of items that are never used up. For each one you turn in items or tokens - as much as you like, over as many visits as you like - until its bar is full; then you pick up the Perma Item. Your progress is kept per character.
A Perma Item cannot be traded, dropped or sold, but it may go into your storeroom. It wears a gold frame in your bag. Most of them are switches: right click turns it on, the slot glows, and it keeps working by itself until you turn it off. Lost one? Get it again in the window for 1,000,000 Yang.
The costs below are the starting values; the window always shows the current ones. A lowered cost lets you pick up at once if you have already turned in enough; a raised cost never takes back an item you have.
- Perma Sun / Moon Elixir (L): 250 Sun / Moon Elixirs (L). Refills HP / SP automatically and never runs empty.
- Perma Bravery Cape: 25,000 Bravery Capes. Draws the monsters around you; use it as often as you like.
- Perma Dragon God Attack, Defence, Life, Intelligence: 1,000 of the matching potion each (only the full-strength source variants count).
- Perma Critical Strike / Piercing Strike: 1,000 of the potion each; +23 percentage points to the corresponding chance stat.
- Perma Dragon God Attack / Defence: 15-17.5% per hit. Life: +25% maximum HP. Intelligence: +30% maximum SP. The original full-strength Attack / Defence consumables roll 12-15% per hit.
- Perma Green / Purple Potion (L): 1,000 each. Attack speed / movement speed.
- Collector's Charm: 5,000 Recycling Tokens. Buffi Perma Skill Charm: 100 Buffi Upgrade Tokens. Material Bag: 7,500 Recycling Tokens. Ring of Homecoming: 500 Recycling Tokens. Estate Deed: 2,500 Recycling Tokens - see their own topics.
Material Bag and K-Inventory
The Material Bag (a Perma Item, 7,500 Recycling Tokens) unlocks your K-Inventory: a second inventory with seven bags, opened with K or the leather-bag button on the equipment window. Each bag has two pages of 45 places (90 in all); the tabs I and II switch between them.
Items of a bag's kind that you pick up go straight into it; you use them from there like from your inventory, and drag them in and out. The sort button stacks and sorts the bag you have open. Tick "Open with the inventory" and it opens whenever your inventory does.
Everything in it counts as if it were in your inventory: the blacksmith takes upgrade items from it, a right click sells an item to a shop or puts it into the Recycler, switchers work from it (also in the Change Bonus window), and a costume is worn straight from it - one you were wearing goes back into the bag.
Without a Material Bag, K shows a greyed preview. If you lose the bag, its contents are never deleted - they come back with a new one. In High Risk, K-Inventory items can drop on death like other items.
- Skill books (also books of forgetting and master books).
- Upgrade items: everything a blacksmith asks for, and blessing scrolls.
- Spirit stones.
- Chests and boxes, the Guardian chests too.
- Enchants: Enchant, Reinforce, Bless and Bewitch Items, Blessing Marbles.
- Flowers and herbs.
- Costumes already bound to your account.
Ring of Homecoming
A Perma Item for 500 Recycling Tokens. Right click takes you to the first city of your empire (Yongan, Joan or Pyungmoo), as often as you like with ten minutes between uses; the tooltip shows when it is ready again.
It does not work in combat or inside a dungeon. In High Risk it is a five-second cast like every teleport: stand still until the bar is full.
Buffi Perma Skill Charm
A Perma Item for 100 Buffi Upgrade Tokens. Switched on, the buffs your Buffi casts on you never run out, so they never need casting again. Switched off, they run for five more minutes and your Buffi takes over again as usual.
Collector's Charm
A Perma Item for 5,000 Recycling Tokens, paid into its bar in any amounts. Switched on, one press of the pick-up key lifts every drop in reach at once, Yang included. Items you put into your Loot Filter stay on the ground, and a click still picks up a single drop.
Change Bonus window
Drag an Enchant Item, Green Magic or Bless Item onto an item and a window opens: the item with its seven bonuses, the switcher with how many you have in your inventory and K-Inventory, and a big "Change Bonus" button. Press it as often as you like - every press uses one switcher and shows the new bonuses at once. The button is green while a switcher can be used, grey when not.
Click the switcher to choose another of the three. Enchant Item and Green Magic change bonuses 1 to 5, Bless Item the 6th and 7th. Green Magic only works on weapons and armour up to level 40, so it is not offered for anything higher.
Rare rolls are celebrated and protected: Strong against Half Humans 10%, Critical Hit 10% and Strong against Monsters 10% (6th/7th) play a fanfare and are highlighted, and before a switcher would change one, the game asks you first.
Game Options -> "Change Bonus UI" turns the window off; then a switcher works the old way the moment you drop it - the question about a rare roll still comes.
Teleportation Hearthstone
Every character starts with a Hearthstone. Use it and it takes you to the place you bound it to; a new stone points at your empire's capital.
You choose the place at the overworld teleporter: its menu binds your Hearthstone to where you stand, and the stone's tooltip names that place.
- Cooldown: 20 minutes, on your character -- a replacement stone does not reset it.
- It does not work in combat, inside a dungeon, or while a trade, shop, storage or upgrade window is open.
- It cannot be traded, dropped or sold, and you can only ever have one. A lost stone is replaced for free at the teleporter.
Estate: teleport to a dungeon entrance
The Portal Chamber of your estate has a second menu, "Travel to a dungeon entrance": it takes you to the door of seven dungeons -- next to the guardian or teleporter who lets you in, never inside. It is always offered, however many normal destinations you have unlocked; the chamber's shared cooldown applies. The trip is free unless a ticket is listed.
- Demon Tower: level 50.
- Devil's Catacomb: level 75.
- Nemere's Watchtower (Mount Sohan): level 90.
- Red Dragon Fortress / Razador (Doyyumhwan): level 90.
- Ship Defense: level 100.
- Beran-Setaou's Lair: level 75, uses up one Blood Stone.
- Spider Baroness (her teleporter): level 60, uses up one Passage Ticket.
- Not while a trade, shop, storage or upgrade window is open. If a High Risk teleport cast is interrupted, neither the ticket nor the cooldown is used up.
Quality of life
Smaller changes that are simply how this server plays:
- Pick-up range for items and Yang: 600 units on foot and 800 mounted (stock: 300 and 500).
- Third Hand for every account: the Yang a monster drops goes straight into your purse.
- The storeroom opens with three pages for every account.
- Linking an item in chat costs no Glass of Insight.
- Skill books of the same skill merge into one stack; books of different skills never do.
- Every self-buff lasts five minutes.
- The blacksmith's window stays open after a refine and shows the item as it now is.
- A ninja's arrows never run out; a quiver is still required.
- A Call ("!" in chat) can be sent every 5 seconds instead of every 15.
- The quest list shows the current step of every quest, not its first one.
- Loot filter: the funnel button under your equipment opens a filter; what you filter out is never picked up.
- Quest list with the current objective of every quest, opened from the quest button.
- Item Crafting window at the Recycler, and the Recycler turns spare materials into tokens.
- System settings: interface size and bold names.
- Item links in chat show the item in the reader's own language, and a click opens its tooltip.
- Shop search (Trading Glass, F8) finds every offline shop's items, with bonus and price filters.
- Sort and stack the bag with one button, lock items so sorting leaves them in place.
- The in-game wiki opens with the W button in the inventory.
- Window positions are remembered per screen resolution.
- Mining: a pickaxe in your bag is enough (the first one is used), your weapon stays in your hand and you can attack the moment mining stops. The AFK Mining Vein still needs the pickaxe equipped.
- Shop NPCs always offer "Shop" in their menu, even while a quest is talking to them.
- Any hit - a skill, an arrow or magic too - cancels the countdown for logging out and changing channel.
- From the King's Belt up (King's, Shadow, Rune, Great Bear and Souls Belt), every belt carries Monster Resistance: 1 % at +0, rising to 15 % at +9.
- Guild marks: in the browser the mark window's button picks a picture from your device. A guild's mark can be changed once every 2 minutes.
- Alternative drops: besides its own drops, every ordinary monster (not Metins, not bosses) can drop a Herb Box and, very rarely, the special items of the Metin of Devil -- Blessing Scrolls, Enchant and Reinforce Items, Soul Stones, Talent Books and more.
- Silver and Gold Treasure Chests: besides their usual contents, a Silver Chest gives two different items of the Metin of Sorrow's special drops and a Gold Chest two of the Metin of Soul's, every item equally likely.
- Wedding Ring: it also takes you to your partner in the Grotto of Exile and the Deep Grotto (one Blood Stone, level 75) and in the Spider Dungeons (one Passage Ticket) -- the ticket the door would ask for, taken when you teleport.
- Game Options, Flag: the flag beside your name shows your game language, or any of the fifteen languages you choose; it can be changed once every 10 seconds.