Zaikan MU Wiki
Everything the server has, explained with the numbers the game actually uses. From your first click in Lorencia to a Lightning +15 set.
Getting started
From creating the account to your first hour in the game.
- About Zaikan MUWhat this server is, what it has that the others do not, and what to expect from it today.
- Create an accountRegistration on the site, the login and password rules, and what to do when the form refuses.
- Download and installThe launcher installs the client, keeps everything updated by itself and opens the game. No manual patching.
- Your first hourFrom level 1 to 50 with no filler: where to hit, when to change maps and what not to do with your points.
- The interface up closeEvery corner of the screen explained: orbs, the four bars, the minimap, the C panel and the color coded inventory.
- Keys and commandsEvery client shortcut and the chat commands any player can use.
- Which class to pickThe seven lineages compared with no favoritism: difficulty, cost, party dependency and what each one does best.
- Beginner mistakesThe eight traps that cost the most time and gear on this server, and what to do instead of each one.
- GlossaryMU slang translated, in alphabetical order, with what each term means on this server.
Characters
The seven lineages, their stats and the road to fifth class.
- All the classesThe seven Zaikan lineages side by side: how each one plays, where it starts and the whole evolution chain up to the fifth generation.
- Dark KnightThe front line class: more health per level than any other, strength damage and the only combo in the game.
- Dark WizardThe class that clears the screen: the longest area skill list in the game, range 6 or 7 on almost everything and damage coming only from energy.
- Fairy ElfA bow with range 8, damage coming from agility and the only class in the game that truly heals, summons and strengthens the party.
- Magic GladiatorSword and magic in the same character, 7 points per level to pay for both and no second class along the way.
- Dark LordThe only class with Command: a mount, a raven, the party pulled in from anywhere and four buffs that raise everyone's stats.
- SummonerCurses, poison and the three debuffs that change a whole fight: the class that weakens the enemy instead of just hitting it.
- Rage FighterThe only class in the game where vitality turns into damage: claws, multiple hits per attack and the fastest attack speed available.
- StatsWhat each point of strength, agility, vitality, energy and command does, class by class, with the exact server formulas.
- Class evolutionThe four evolutions, the real requirement of each one and what they actually unlock on the server.
- BuildsHow to split your points on each class, for leveling, for endgame farming and for PvP, with the reason behind every choice.
Progression
Level 1 to 400, master level up to 1100 and the two point trees.
- Route from level 1 to 400Where to stay at each level range, when to switch maps and what the entry requirement of each one is.
- ExperienceThe formula the server uses, the level 256 step and everything that multiplies your gain per monster.
- Master levelThe second experience bar: when it starts, why it demands level 95 monsters and what each step up to 1100 costs.
- Total levelLevel plus master level added together: the number that top tier items, the new maps and the class evolutions actually look at.
- Master Skill TreeThe third class tree: 400 points, three roots, nine ranks and the evolution rule that swaps the old skill for the new one.
- Enhance Skill TreeThe fourth class tree, on key N: groups instead of roots, two prerequisites per node, passives in three tiers and a big chunk that still does nothing.
- Tree pointsOne master level gives one point to one tree only. The 400 per tree rule, the total 1200 ceiling and why an invested point is never lost.
- QuestsEvery mission in order: the seven legacy ones, Cent's three stage trial, the Eunice quest and the repeatable hub ones.
Combat
How damage is calculated, what each bar means and how to use skills.
- Damage calculationFrom the click to the number on your screen: every step of the math the server does, in the order it happens.
- HP, MP, SD and AGThe character's four bars: what fills each one, how each one regenerates and what drains each one.
- SkillsHow a skill works under the hood: type, range, cost, how many hits it lands and why the evolved version replaces the old one.
- BuffsEvery enhancement in the game in one table: who applies it, what it does, how long it lasts and whether it catches the whole party or just you.
- MU HelperThe automatic farming assistant: what it does, what it does not do, what it costs and how to set up each tab.
- PvP and PKWhere you can attack another player, what killing someone costs, how a duel works and what changes when you become a murderer.
- DyingWhat you lose when you die, what you do not lose, where you respawn and what changes depending on whether a monster or a player killed you.
Items
Gear from level 1 to endgame, options, refining and crafting.
- Anatomy of an itemReading a whole tooltip from top to bottom: color, gear score, refining, options, requirements, durability and size.
- Equipment slotsThe twelve spaces on the doll, what goes into each one and the archer law, which decides where bow, arrow and quiver sit.
- WeaponsThe 128 classic weapons by family, from the Kris to the Beuroba, with damage, speed and who can use them.
- ArmorThe classic sets in order of power, with defense piece by piece and who each one belongs to.
- Ancient setsHow the set bonus lights up with 2, 3 and 4 pieces, what each of the 36 old sets delivers and why a failed piece drops out of the count without warning.
- Mastery setsThe ten ancient armor tiers from Bloodangel to Lightning: numbers, class, defense, requirement and the three set effects that are turned off on purpose.
- Mastery weaponsThe 130 top weapons and shields, thirteen per tier: damage, defense, real requirement and the rule that stops a pure strength Dark Knight from equipping a mastery shield.
- WingsFrom the first to the fifth generation: defense, damage increase, absorption, requirement and how to make each one in the Chaos Machine.
- JewelsBless, Soul, Chaos, Life, Creation, Guardian, Harmony and Gemstone: what each one does, at what chance and where it comes from.
- Refining +0 to +15The real rates of each step, what only costs levels, what destroys the item and where it pays to stop.
- Item optionsExcellent, luck, skill, additional option and ancient: what to look for on each piece and how much each line is really worth.
- Socket and HarmonyThe two advanced upgrade systems, what each one delivers and where the chain that leads to them begins.
- Potions and consumablesWhat to drink, what to keep and the items that solve problems: potions, orbs, scrolls, quest items and utilities.
- Pets and mountsFrom the Guardian Angel to the Divine Spirit: what each creature gives, how you get it, how it levels up and which skills it grants.
- MuunThe Season 20 lunar pet adapted here: its own inventory, three equip spaces, always active bonuses and what already works for real.
- Chaos MachineThe 42 recipes on the server, with ingredients, zen cost, success rate and what happens when it goes wrong.
- Rarity and Gear ScoreThe five colors, the three ladders that decide an item's color, the number that measures its strength and the five ranks it unlocks.
World
Every map, who lives in each one and where farming pays off.
- The world of ZaikanThe order of the maps by level, the natural progression path and the three ways to get from one place to another.
- Farming spotsThe 636 hunting points marked on the minimap of 19 maps, the click that walks your character there and the monster card on hover.
- BestiaryEvery monster on the server on one page, with level, health, damage, defense and the map where each one spawns.
- LorenciaThe town where almost everyone starts, the four hunting corners around it and the NPCs you will use for the whole game.
- DungeonThe three floor dungeon under Lorencia: monsters from level 19 to 55, traps on the floor and the first Gorgon in the game.
- DeviasThe ice town, the level 20 to 52 field and the starting point of Blood Castle and Chaos Castle.
- NoriaThe elf forest, starting town of the Fairy Elf, a level 3 to 18 field and home of the Devil Square NPC.
- ElvenlandThe Summoner village and the longest field among the early maps: a single area covering level 4 to 48.
- Lost TowerThe seven floors of the tower, monsters from level 47 to 66, 148 meteor traps and the first map in the game with a hot spot.
- AtlansThe underwater map linking Noria to Tarkan, with monsters from level 43 to 74 and the first big difficulty jump in the game.
- TarkanThe desert from level 130 up, and the first place on the server where jewels and excellent items really drop.
- IcarusThe map in the clouds, only for those with wings, and the game's only source of Loch's Feather and Crest of Monarch.
- KalimaThe seven levels of Kundun's lair, how to put together the Lost Map for each one and what changes from one level to the next.
- AidaThe misty forest out of Noria, covering level 150 to 300 and the only entrance to Karutan.
- CrywolfThe fortress from level 200 up, the most complete NPC base outside the towns, the door to Balgass's barracks and the only source of the Fenrir materials.
- KanturuThe ruins, the relics area and the real state of the Nightmare event area on the server.
- Barracks and RefugeThe two quest-locked maps that close out the classic Season 6 line, with the 1.5 million health Dark Elf at the end.
- Swamp of CalmnessThe only classic map that asks for level 400 at the door, with four areas linked by teleport and the toughest monsters in Season 6.
- RaklionThe frozen map for level 280 and up, the Selupan lair next door and the only door into Nixie's Lake.
- VulcanusThe volcanic island any level 30 character can reach, and where almost none of them survive.
- KarutanThe two areas of the Karutan desert, with the highest monster density in the level 200 to 320 bracket and a merchant who sells weapons with luck.
- Santa VillageThe MU Christmas village: it exists on the server, it has its nine NPCs in place and today there is no way to get in.
- Valley of LorenThe Castle Siege valley: today it is the corridor connecting Lorencia to Crywolf, and the siege itself does not exist on the server yet.
- Loren MarketThe game's marketplace: no monsters, no risk and no working NPC shop, built for trade between players.
- FereaSeason 20's map 112: an open high level field, 362 common monsters with a 5 second respawn and the Lord of Ferea with 25 million health.
- AcheronMap 91, the gateway to the Season 20 region that leads to Debenter, Urk Mountain and Nars, with five elemental mini-bosses.
- DebenterMap 95, the open field linked to Acheron: 115 monsters of level 105 to 109 and five level 119 mini-bosses with a one hour respawn.
- Urk MountainMap 100 in the Acheron region: 172 monsters of level 115 to 119, thirty fire traps that hit for 3,000 and Lord Silvester with 8 million health.
- NarsMap 110, the toughest in the Acheron region: monsters of level 116 to 120 with up to 92,000 health and Core Magriffy, the region's biggest map boss.
- Nixie's LakeMap 113, entered from Raklion at 630 total level: 335 monsters of level 192 to 194 and Nix, the daily boss with 30 million health who stays five minutes on the surface.
- Deep DungeonThe five Season 20 floors that start at a portal in Lorencia: 1,876 monsters, level 170 to 300, and the Deep Dungeon Gorgon at the end of the line.
- O AbismoOs 18 mapas que entraram no servidor em agosto de 2026: do level total 850 ao 1.350, com 86 espécies novas, 566 spots marcados no minimapa e nenhum item caindo no chão ainda.
- Swamp of DarknessO mapa 122, primeiro degrau do Abismo: 850 de level total, 12.000 zen no Move, 178 monstros em quatro espécies do mesmo level e doze teleportes internos, o maior número do lote.
- Kubera MineO mapa 123, segundo degrau do Abismo: 875 de level total na janela de Move por apenas 4.000 zen, o Move mais barato do lote inteiro, com monstros de level 380 e 400 em 31 spots.
- Atlans AbyssOs mapas 128, 129 e 130: o Atlans clássico afundado e repintado de vermelho, em três níveis de 900, 925 e 950 de level total, com entrada própria cada um e nenhuma passagem entre eles.
- Scorched CanyonO mapa 131, entrada por 975 de level total: 166 monstros divididos em três espécies base e as três versões elite delas, que saltam para o level 550.
- Crimson IcarusO mapa 132, o Icarus vermelho: sete espécies, o maior número do lote, e dois elites que sozinhos ocupam 18 dos 32 spots do mapa.
- Arenil TempleO mapa 133: entra com 1.025 de level total, tem uma escada interna de 105 levels entre a base e o elite, com os elites ocupando 18 dos 33 spots, e um portal de saída de mão única para Elvenland.
- Ashen AidaO mapa 134, a floresta de Aida coberta de cinzas: 164 monstros de level 550 a 560 espalhados por 32 spots, entrada por 1.050 de level total e um portal de saída que só funciona num sentido.
- KethotumOs mapas 135 e 136 são o mesmo terreno com duas portas: o Old Kethotum abre por 1.075 de level total e 8.000 zen, o Blaze Kethhotum por 1.100 e 27.000, e o que separa um do outro não é a planta, é quem mora lá dentro.
- Kanturu Under AreaO mapa 137, o subsolo de Kanturu: 173 monstros quase todos em level 620, seis espécies com vida entre 128.778 e 150.671, e quatro hot spots, um dos números mais altos do lote.
- Ignis VulcanusO mapa 138, entrada pelo Move com 1.150 de level total: só três espécies, nenhum elite, e o primeiro mapa do lote em que todas elas passam de 5.000 de taxa de defesa.
- Blood TarkanO mapa 140, entrada pelo Move com 1.175 de level total: o deserto de Tarkan repintado de vermelho, com sete espécies, três elites de level 685 e o monstro de maior alcance de ataque do lote.
- Tormenta IslandO mapa 141, entrada pelo Move com 1.200 de level total: três espécies, cada uma com uma versão elite de números idênticos aos da base, sem teleporte interno e sem portal de saída.
- Twisted KarutanO mapa 142 pede 1.250 de level total e é o primeiro do servidor com monstros de level 900: a porta subiu cinquenta pontos sobre Tormenta Island, mas os bichos saltaram cento e noventa.
- KardamahalO mapa 143 pede 1.300 de level total e quebra o padrão do lote: a taxa de ataque dos monstros triplica, de 5.380 para até 16.700.
- Swamp of DoomO mapa 144 é o último do jogo: 1.350 de level total, 38.000 zen no Move e os únicos monstros de level 1.000 que existem no servidor.
- Arena and Duel ArenaThe two maps for fighting another player: the free-for-all Arena, with a soccer field, and the official Duel Arena, with a scoreboard and stands.
Events
Everything with a schedule, an entrance or a boss on the clock.
- Event scheduleWhat runs on the server, at what time, what each one requires and what it pays. Plus the honest list of what still does not work.
- Blood CastleTwenty minutes to break the gate, bring down the statue and hand the weapon to the Archangel. Eight levels, one for each level range.
- Devil SquareTwenty minutes in a closed arena, four waves of monsters and a scoreboard. Whoever kills the most takes the most.
- Chaos CastleSeventy players, ten minutes, one winner. And the arena floor keeps disappearing while you fight.
- Illusion TempleThe team against team contest across six levels of classic MU. On Zaikan the maps exist, the event does not run.
- DoppelgangerThe four room event where you face a copy of yourself. On Zaikan only the empty maps exist.
- Fortress of Imperial GuardianThe four Imperial Guardian fortresses are complete on the server, with monsters and bosses. What is missing is the event logic.
- BossesEvery boss on the server on one page: where they are, how they show up, how hard they hit and how much they take.
- Castle SiegeThe guild war over the Valley of Loren castle. On Zaikan the contest does not exist.
Economy
Zen, shops, trading and how to make money without relying on luck.
- ZenHow money comes in, where it goes, the two caps of 2.1 billion and the price of the things you pay for every week.
- NPC shopsWho sells what in each town, how much it costs and why the price of an item is never a number written by hand.
- Skill MasterThe NPC in the four towns that sells the game's buyable skills, in two tabs: the classic ones and the third class ones.
- Player tradingDirect trade, personal store, account vault and the rules the server applies so nothing goes missing along the way.
- How to earn zenThe income sources that actually pay, what is worth carrying to the NPC and what is a waste of time.
Endgame
What to do after 400, and what separates a finished character from a strong one.
- Endgame checklistWhat to chase after level 400, in the order that pays off, with the number that unlocks each step.
- Top farming routesWhere your time pays best after total level 800, and why the map with the strongest monsters is not the one that pays the most.
- Building the top setWhich tier to chase in each total level bracket, what to refine first and where the next step is not worth it.
- Maximum gear scoreHow the number is put together, what each component is worth, the real cap on a piece and where it stops growing.
Reference
The raw tables, to look up instead of to read.
- Experience tableThe accumulated experience and the cost of each level, from 1 to 400, plus the master level table up to 1100.
- Map tableEvery map on the server with number, entry level, access route and the zen cost in the Move window.
- Drop tableHow the server decides what falls from each monster, the global groups with chance and monster level range, and the contents of every box.
- Keyboard shortcutsEvery key in the client on a single page, grouped by purpose, to look up or to print.
- Frequently asked questionsThe questions that come up the most, answered in two lines, with the path to the article that goes deeper into each one.
127 pages published · kept in sync with the live server
Social
Party, guild, friends and the tools to talk to people.