ALPHAClosed test. Bugs and wipes may happen. Open beta coming soon.Closed test, beta soon

The interface up close

Every corner of the screen explained: orbs, the four bars, the minimap, the C panel and the color coded inventory.

Updated on August 10, 2026

The Zaikan interface was rebuilt window by window. Anyone coming from another Season 6 will recognize the general shape, but will find information the original client never showed: four bars instead of two, numbers written inside them, rarity colors in the inventory and a power rating called gear score in the character panel.

The bottom of the screen

The bottom strip holds everything you look at in combat. From left to right: health orb, bars, skill bar, bars, mana orb. The orbs are the quick read, out of the corner of your eye; the bars are the exact read.

The four bars

There are four of them, not two, and each one carries the current value and the maximum written inside it. The top two are the main ones, the bottom two are secondary and show up smaller and dimmer.

BarColorSideWhat it is
HPredleft, topHealth. Hits zero, you die.
SDyellowleft, bottomShield. It absorbs 90% of every hit you take before your health is touched.
MPblueright, topMana. Pays for most skills.
AGpurpleright, bottomAbility Gauge. Several skills consume AG on top of mana.

Both resources grow with your stats. The shield grows with the sum of your four stats, with your defense and with the square of your total level, so it gets very fat in the endgame. AG grows mainly from energy on the physical classes and from agility and strength on the magic ones.

The top left corner

Three things sit together up there: the round minimap, a column of three buttons and, when you have a creature out, the pet card.

ElementWhat it does
Minimap discShows the current map with your arrow turning with your facing. The mouse wheel zooms, dragging with the right button moves the view, a right click tap recenters it.
Clicking the discA left or middle click sends your character walking to that point and turns the MU Helper on when it arrives.
Map buttonOpens the big map, the same one on TAB.
MU Helper buttonTurns the helper on and off. Same effect as the HOME key.
Settings buttonOpens the Helper settings window. Same effect as the Z key.
Pet cardPortrait, name and bar of the creature with you. It covers every pet in the game, from the raven to the Fenrir.

The big map, on the TAB key

TAB opens the map as a real window: it has a title bar you can drag, and the + and - keys change the window size. Inside it, the wheel zooms, the arrow keys pan and the right button drags the view.

  • A left or middle click inside the map works out the whole route and walks your character there, going around walls. On arrival, the MU Helper turns on.
  • The colored diamonds are the hunting spots of that map, one per species. Clicking one takes you straight to the spot.
  • A marker with a golden halo is a hot spot, with more monsters and of the highest level species on the map.
  • Hovering a marker opens a card with the species name, level, health, damage, defense and drops, plus a three dimensional portrait of the monster.
  • With the map open, to walk the normal way you click outside the window.

The skill bar and the potion slots

The bar has ten places, on keys 1 to 9 and 0, but shows five at a time: the page flips by itself depending on the selected skill. To put a skill in a place, open the skill list, hover the icon and press CTRL with the number. A skill is never in two places: registering it in a slot removes it from the previous one.

The four potion slots sit on keys Q, W, E and R. To register one you need the inventory open and the mouse over the potion, then press CTRL with the letter. Outside the inventory the combo is blocked on purpose, and the game writes the instruction on screen instead of drinking the potion by accident. The setup is saved per character and comes back on its own at your next login.

The character panel, on the C key

The panel was reorganized into four blocks, top to bottom: identity, power, progress and stats.

  1. Identity: class portrait, name, class and level. The portrait changes by class and by generation, so a Dragon Knight does not show the same bust as a Blade Master.
  2. Power: a badge, the rank and the gear score, all in the rank color. It is the read on how good your gear is.
  3. Progress: the experience bar at full width and, below it, the points you have left to spend.
  4. Stats: strength, agility, vitality, energy and, on the Dark Lord, command, each with its add point button.

The gear score is the sum of the score of each equipped piece. Each piece scores by tier, by refining, by excellent option, by luck, by ancient and by socket. The number is calculated by the server, and it is the same one shown in the item tooltip, in the site ranking and on the Discord card.

RankCharacter gear scoreColor
Recruit0 to 299gray
Veteran300 to 899green
Elite900 to 1,499blue
Champion1,500 to 2,199purple
Legend2,200 or moregold

Inventory, rarity and tooltip

In the inventory, the grid cell disappears underneath the item and in its place you get a dark niche with a one pixel line tracing exactly the area the piece occupies. The color of that outline is the rarity.

  1. 1
    Common

    No excellent option at all.

    gray
  2. 2
    Uncommon

    One excellent option, or one wing option.

    green
  3. 3
    Rare

    Two options, or any ancient item, or the Bloodangel, Darkangel and Holyangel tiers.

    blue
  4. 4
    Epic

    Three options, or the Soul, Blue Eye, Silver Heart and Manticore tiers.

    purple
  5. 5
    Legendary

    Four or more options, or the Brilliant, Apocalypse and Lightning tiers.

    gold

The three ladders (options, ancient and tier) never demote: the highest one always wins. Epic and legendary breathe, with the glow pulsing slowly, and hovering intensifies it. Sockets do not change the color, but they do count toward the gear score.

The tooltip opens with the rarity word in its own color, followed by the gear score of the piece, and only then come the item name and the numbers. The tooltip frame lights up in the same color. On the ground, the name of a dropped item also comes out colored.

The windows

  • Every window in the game is draggable by its title bar, and goes back to its default place when you close and reopen it.
  • ESC closes just about any open window, and opens the system menu when there is none.
  • Each window title uses a golden serif font over a dark plate, and the inner sections use a second level. If a screen breaks that pattern, it is a screen that has not been migrated yet.
  • The potions and items on the bottom bar disappear when a window is open over them, so they do not bleed through the interface.

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