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Drop table

How the server decides what falls from each monster, the global groups with chance and monster level range, and the contents of every box.

Updated on August 10, 2026

Drop in MU is not a list per monster: it is a set of drop groups, each one with a chance and a monster level range where it applies. When the monster dies, the server gathers the groups that apply to it, spends the item budget for that kill and rolls. Understanding that order explains why two monsters from the same map drop such different things, and why farming a weak monster never gives a jewel.

The tables below are the real server configuration. A chance of 0.1% means one drop every thousand kills on average, and nothing guarantees it happens on your thousandth kill.

  • 50%chance of dropping zen
  • 30%chance of dropping a common item
  • 0.1%chance of dropping a jewel
  • 76monster level that unlocks jewels

How the server decides what falls

At the moment of death, the groups are gathered in this order. The global groups, which are the source of most of what you pick up off the ground, come in through the map: they are registered as the default and copied to every map when the server boots.

  1. 1Groups from the monster itself

    They go through no level filter at all. That is the case for the golden invasions and the Red Dragon.

  2. 2Groups from the character

    Quest items, and only when the quest is accepted at the NPC.

  3. 3Groups from the map

    Where the four global groups and the medals come in.

  4. 4Party quest items

    They count for whoever is in the group, with the quest active.

A group is discarded if the monster level is outside its range, or if it is tied to another monster. After that comes the budget: each monster has a maximum number of items it can drop per death, and almost all of them use 1. The guaranteed groups are paid first and consume that budget; if it runs out, the rest simply does not fall on that kill.

The window of 12 levels

For an item to enter the common item roll, its drop level has to be less than or equal to the monster level and, at the same time, greater than the monster level minus twelve. It is that window that stops a level 100 monster from still dropping a beginner sword. Jewels and items with drop level zero are outside the rule and can fall from any monster inside the group range.

The +N of the item that falls is also calculated: for a common item it is the difference between the monster level and the item drop level, divided by three, capped by the ceiling of that item. An item that comes from a box uses the fixed range configured in the box. On top of that the random options still roll, with the additional option level capped at the equivalent of +16 today.

For an item to come out excellent, the monster needs to be at least level 25, and the pool used is the one for the monster level minus 25, that is, an item weaker than the monster. Every excellent is born with skill and with at least one excellent option.

The global groups

These four apply on every map, with no exception. The monster level column is the filter: outside it, the group does not even enter the roll.

GroupChanceMonster levelWhat comes out
Zen50%anyamount tied to the experience of that kill
Common item30%anyany item that drops from a monster, inside the window of 12
Jewel0.1%76 or moreBless, Soul, Chaos, Life, Creation, Ale, Town Portal Scroll and the pets Guardian Angel, Imp and Uniria
Excellent0.01%76 or morea random excellent item, always at +0 and with skill

Besides those four, other groups are also copied to every map and apply anywhere, each one with its own monster level range.

GroupChanceMonster levelWhat comes out
Silver Medal0.5%20 to 75Box of Luck at level 5
Gold Medal0.2%45 to 110Box of Luck at level 6
Symbol of Kundun +10.3%25 to 46Symbol of Kundun, a piece of the Lost Map
Symbol of Kundun +20.3%47 to 65Symbol of Kundun
Symbol of Kundun +30.3%66 to 77Symbol of Kundun
Symbol of Kundun +40.3%78 to 84Symbol of Kundun
Symbol of Kundun +50.3%85 to 91Symbol of Kundun
Symbol of Kundun +60.3%92 to 107Symbol of Kundun
Symbol of Kundun +70.3%108 or moreSymbol of Kundun
Dark Raven Spirit0.1%96 or moreSpirit, the item that summons the raven
Dark Horse Spirit0.1%102 or moreSpirit, the item that summons the horse
Blood Bone, tiers 1 to 81% per tierranges from 2-31 up to 95 or morethe Blood Castle ticket at the level of that range
Scroll of Archangel, tiers 1 to 81% per tierthe same ranges as Blood Bonethe Blood Castle ticket
Devil's Eye, tiers 1 to 71% per tierfrom 2-35 up to 90 or morepart of the Devil Square ticket
Devil's Key, tiers 1 to 71% per tierfrom 2-35 up to 90 or morepart of the Devil Square ticket
Old Scroll, tiers 1 to 61% per tierfrom 66-71 up to 96 or moreevent material
Illusion Sorcerer Covenant, tiers 1 to 61% per tierfrom 70-75 up to 100 or morethe Illusion Temple ticket

Drops tied to a map or to a monster

Five maps add a group of their own on top of what is already global. Outside them, what changes from map to map is only the level of the monsters that live there.

MapItemChanceMonster level
Land of TrialsJewel of Guardian0.1%any
IcarusLoch's Feather0.1%82 or more
IcarusCrest of Monarch0.1%82 or more
Barracks of BalgassFlame of Condor0.1%any
Kanturu RuinsGemstone0.5%93 or more
Kanturu RelicsGemstone0.5%93 or more

Crywolf is the different case: there the group is tied to the species, not to the map, and that is how the three Fenrir materials spread across the difficulty steps.

MonsterItemChance
Hammer Scout, Lance Scout and Bow ScoutSplinter of Armor10%
Werewolf and Werewolf (Hero)Bless of Guardian10%
Balram and SoramClaw of Beast3%
MonsterChanceWhat it drops
Golden Budge Dragon100%Box of Luck
Golden Goblin100%Box of Kundun +1
Golden Titan100%Box of Kundun +2
Golden Dragon100%Box of Kundun +3
Golden Lizard King100%Box of Kundun +4
Golden Tantallos100%Box of Kundun +5
Red Dragon100%Jewel of Bless, Jewel of Soul or Jewel of Chaos
Statue of Saint, in Blood Castle100%Weapon of Archangel
Golden Soldier, Golden Vepar and Golden Wheel do not drop a box.

The boxes: Box of Luck, medals and Box of Kundun

Every box in the game is the same item at different levels. What changes the prize is the +N of the box you have in hand: at level 5 it is the Silver Medal, at 6 it is the Gold Medal, from 8 to 12 they are the five Box of Kundun. To open one, throw the box on the ground.

LevelNameItem chance+N of the prizeConsolation zen
+0Box of Luck50%+610,000
+1Star of the Sacred Birth100%+0-
+2Firecracker20% jewel, 30% item+7 to +9 on the item2,004
+3Heart of Love20% jewel, 30% item+7 to +9 on the item1,004
+4Olive of Loveno content--
+5Silver Medal80%+4 to +750,000
+6Gold Medal80%+7 to +9150,000
+7Box of Heaven50%+01,000
+8Box of Kundun +120%, always excellent+050,000
+9Box of Kundun +220%, always excellent+0100,000
+10Box of Kundun +320%, always excellent+0150,000
+11Box of Kundun +420%, always excellent+0200,000
+12Box of Kundun +520%, always excellent+0250,000
+13Heart of Dark Lord50%+7 to +810,000
+14 and +15Lucky Blue and Red Pouchno content--
When no item comes out, the box pays the consolation zen from the last column.

The medals

The two medals are the equipment progression of the early game, and they fall on any map: what limits them is the monster level. In 80% of the openings you get a piece of equipment that is already refined, never excellent, with luck and an additional option rolling normally on top. In the other 20% you get zen.

MedalDrop chanceMonster levelWhat comes outRefining of the prize
Silver Medal0.5%20 to 75weapon or armor with drop level 15 to 60+4 to +7
Gold Medal0.2%45 to 110weapon or armor with drop level 61 to 105+7 to +9

The pool for both is built by drop level and only accepts weapons, shields and the five armor pieces, with no socket and with a refining ceiling from +9 up. The Gold pool includes items at the level of Dark Phoenix, which makes it the natural bridge to your first serious equipment before wings.

The Box of Kundun

The five Kundun boxes are the only reliable source of an excellent item for anyone who does not farm high level monsters. In 20% of the openings out comes an excellent item with skill at +0, and in the other 80% out comes the consolation zen. The pool grows with each tier, and each box comes from a different golden monster.

BoxComes fromItems in the poolLevel of the content
Box of Kundun +1Golden Goblin67starter weapons and sets, like Leather, Bronze, Vine and Pad
Box of Kundun +2Golden Titan74Scale, Brass, Bone, Sphinx, Wind and Spirit, crossbows and mid tier staffs
Box of Kundun +3Golden Dragon72Plate, Dragon, Legendary, Guardian, Storm Crow and Adamantine
Box of Kundun +4Golden Lizard King58Black Dragon, Dark Phoenix, Grand Soul, Divine and Thunder Hawk
Box of Kundun +5Golden Tantallos60Great Dragon, Dark Soul, Hurricane, Red Spirit and Dark Master
Item counts according to the production database.

What does not fall from a monster

  • A loose jewel does not exist outside the jewel group. Bless, Soul, Chaos, Life and Creation are marked as not rollable in the common drop: they either come through the jewel group, or from an event, a box and crafting.
  • Jewel of Life does not fall: its drop level is 72, but the jewel group only applies from 76 up, so it comes from Chaos Castle, from a box or from crafting.
  • No mastery equipment piece falls, no armor, no weapon, no shield. The way to earn mastery gear is a mechanic still being designed, and until it exists the top tier stays out of the roll.
  • Fourth and fifth generation wings do not drop. Both are made in the Chaos Machine.
  • Jewel of Harmony does not fall from a monster. It comes from refining a Gemstone at the Elphis Refinery, and the Gemstone does fall, in Kanturu.
  • A quest item only falls with the quest accepted at the NPC. Without accepting it, the group does not even enter the roll.
  • The Secromicon fragments, the Moonstone Pendant and the rest of the Kanturu material have no source on purpose, because the events that consume them (Imperial Guardian and Nightmare) do not exist on the server.