PvX

Farming turns into PvP.

Not PvM with decorative duels. Not another copied PvP-farm server. You come for drops, but every good spot draws players. A full inventory of chests puts a target on your back; die and everything you carry hits the ground.

What PvX means

Farm for chests. Fight to keep them.

You do not farm AFK until you buy damage from a shop. Here, farming and PvP are the same fight: take the spot, fill your inventory, get out alive or leave the chests on the ground.

  1. The haul

    You farm the chain for real drops — mobs, metins and bosses. Every sealed chest you pick up is worth hauling out, and that is exactly what makes you worth hunting.

  2. The hunt

    A full inventory turns you into a target. Whoever is faster, or already deeper in, comes for the exact chests you are carrying.

  3. Any second

    One good boss turns a quiet farm into a brawl. Go deep, stack chests, and the whole map learns you are there.

Four maps. One chain. No teleport.

The endgame zone links four maps. There is no teleport between them — you walk. The deeper you go, the better the drops and the longer the road back. Chests open only at the Colector by the entrance, so you have to make it there alive.

  1. The entrance

    Cape Dragon

    Where you enter, and where the Colector waits. This is the only place where you can open the chests and keep their rewards.

  2. Deeper

    Nephrite

    Better drops, and the first Epic accessory chests. The crowd thins out; the fights start getting personal.

  3. Deeper still

    Gautama

    Harder mobs, better bosses, and more valuable chests. The problem is the long road back before you can open them.

  4. The last map

    Thunder

    The best farm map in the game and the only source of Legendary chests. At the far end waits the final boss.

No scroll, ring, or channel change gets you out with a full inventory. The way in is also the way out, and it is lined with everyone who watched you go deep.

Metins and bosses have no fixed spawns.

Targets are selected from spawn points spread across the whole map. Clear one area and the next targets can surface somewhere else. Camp one rock and you farm air. Read the map, keep moving, and there is always something to kill.

  • Spawns across the whole map

    Targets appear at points spread across the map, not at a handful of fixed rocks everyone knows. The pool is dealt again as new targets spawn.

  • Every wave changes the route

    Clear a spot and the next targets can appear in another area. The route that worked now guarantees nothing on the next wave.

  • No camping one corner

    Players who read the map and keep moving out-farm anyone camping a corner. Find the next spawn — do not wait for it.

The EndGame Stone

Collect 10 fragments. Summon a metin nearby.

Every metin that spawns naturally on the four maps drops exactly one EndGame Stone Fragment. At the Colector, 10 fragments become one EndGame Stone with 100% success and no yang cost. Use it outside safe zones on any of the four maps, and one of four metins spawns nearby.

×10 EndGame Stone Fragments
At the Colector · 100% success · 0 yang
EndGame Stone Consumable · summons 1 metin
Summoned metin · odds
  1. Metin Cape Dragon The entrance 40%
  2. Metin Nephrite Deeper 30%
  3. Metin Gautama Deeper still 20%
  4. Metin Thunder The last map 10%
Using the stone summons one of the four metins at random. The percentages above are the odds for each result: there is a 10% chance to summon a Metin Thunder.
  • One guaranteed fragment

    Every naturally spawned metin on the chain drops exactly one fragment. Drop rates and bonuses do not change the amount: after 10 metins, you have the 10 fragments you need.

  • Summon it nearby

    Use the stone on any of the four maps, but not in a safe zone. If the terrain cannot place the metin, the stone is not consumed.

  • Keeps its home map's drops

    The summoned metin drops loot from its original map, not the map where you summon it. For example, a Metin Thunder summoned in Cape Dragon still has Thunder drops.

A summoned metin never drops an EndGame Stone Fragment. Only metins that spawn naturally on the four maps drop fragments, so one stone cannot be used to make another.

Farm. Fight. Get the chests out.

Every run makes you choose how much to risk: stack chests, watch your inventory fill, and decide whether to turn back or walk one map deeper.

  1. Farm deeper

    Metins and bosses drop sealed chests. The deeper down the chain you go, the better the drops.

  2. Turn back or go deeper

    Chests cannot be opened on the map and cannot be banked. Bring them to the Colector, or get greedy and push one map deeper.

  3. Hold your ground

    Anyone outside your party or guild can strike you. Your equipped items stay on you; the chests you carry do not.

  4. Open them or lose them

    Reach the Colector and the drops are yours. Fall on the way, and whoever put you down can pick up the chests.

The stakes

Die and your drops hit the ground

Most servers let you keep what you farmed no matter how you die. Here, the chests you carry hit the ground when someone drops you, in the open, for anyone nearby. The deeper you went, the longer the road you have to survive before you can open them.

  • Your carried chests hit the ground on death and anyone can pick them up immediately.
  • Your equipped items stay on you. You lose the carried drops, not your set.
  • No negative rank for farm-map kills: the fight is allowed.
  • No teleport home: from Thunder, opening the chests means walking the whole chain back alive.
If you are weak, you farm for someone else. If you are good, you leave with a full inventory. If you are strong, the map knows when you enter.

After the fall

Respawn in town. Or rise from the dead.

You fell, and your chests are already on the ground. On the chain, death sends you back to town — full HP and SP, no penalty and no wait. But town is at the other end of the chain. One item changes that: the Heart of Rebirth raises you exactly where you fell.

  1. No heart

    You wake in town

    You respawn safe in town with full HP and SP, no death penalty and no wait. But you are at the far end of the chain — the death spot and the spilled chests stay behind, within reach of whoever put you down.

    • HP + SP full
    • 0 penalty
    • 0s cooldown
  2. With the Heart

    You rise where you fell

    Respawning on the spot consumes one Heart and raises you exactly where you died, at full HP and straight back into the fight. You defend your drop before it is gone and take revenge now, not after the whole road back.

    • In place where you died
    • HP full
    • −1 Heart

The rule holds only on the endgame chain. On normal maps, death stays exactly as you know it.

Group or prey

Alone you are prey. In a group, the hunter.

Your group

Build a party

You cannot hold a spot alone. Join a party, find a guild, farm together and defend the drops as a team. On the deep maps, your party is the only safety net.

The hunt

Or you hunt them

No guild war to declare, no duel to request and no permission asked. You stalk other parties, break them at the spot and take their chests. Whoever walks out of Thunder with a full inventory is the target — you included.

You do not grind to PvP. You start in it.

No thousand-hour climb. First login gives you a fight-ready character: level 99, class skills at G1 and starter gear for the chain.

1,000 starting yang, on purpose. Money comes from the farm, not from handouts.

  • Start at level 99

    First login puts you at max level. You skip the early leveling and enter PvP.

  • Class skills at G1

    Pick your build and your class skills start at Grand Master G1. Secondary, riding, horse and language skills are already at Perfect Master.

  • Fight-ready starter gear

    A 7-day Doctor Death set — costume, hair and a class weapon skin, each giving +10% strong against monsters, +5% average damage and +2,000 HP. You also receive a Jiangshi Phoenix with +10% strong against monsters, the Doctor Death Sash, elixirs, Multi Dew, +9 accessories and Wind Shoes.

  • A Royal Lion, forever

    A permanent Royal Lion mount seal — yours for good, it never expires — so you are mobile from the very first second.

What you farm, and what it does in a fight

Drops here are not just a bigger number in your inventory. Every tier, bonus and stat from the chain strengthens your set for the next fight — and helps you defend the next load of chests.

Final Damage — the last multiplier Hit harder
Applied after crit, penetration, weapon and dews. It stacks over the rest of your bonuses and swings the fight your way.
Normal → Epic → Legendary A rising ceiling
Endgame gear runs a real power ladder, marked green / blue / red. On accessories, each tier raises the maximum all-race bonus. Only Thunder drops the Legendary chest.
Maximum bonus, real risk 50% success
You choose the bonus and slot, and every attempt has a 50% success chance. On success, the bonus is stamped at maximum value; the bonus item is consumed either way.
Four accessory slots Twice the accessories
Wear two earrings and two bracelets at once, not one of each — equip double attack or double defence, your call, beyond what a stock server allows.
A fourth Spirit Stone socket One more stone
Open a fourth Spirit Stone socket on your best weapon and body armor — one more stone suited to that item beyond what a stock server allows.
D→S rank, no negative alignment Positive progress
The D→S rank adds HP, critical chance, piercing chance, cast speed and strong against semi-humans. Fruit of Life raises it; it never goes negative and fighting never locks you out of the shop.

Rank, no negative alignment

Climb from D to S. Power, not punishment.

We cut positive and negative alignment and put a power ladder in its place. Every step — D, C, B, A, S — adds a permanent bonus over the ones below it. Only Fruit of Life raises it, it never falls below zero, and fighting never locks you out of the shop.

20,000+

+10% vs Semi-humans

12,001 – 19,999

+10% Cast speed

8,001 – 12,000

+10% Piercing hit chance

4,001 – 8,000

+10% Critical hit chance

1 – 4,000

+3,500 HP

Every step keeps the bonuses beneath it. At S rank you carry all five at once.

Four race variants. One accessory for all.

Epic and Legendary chests drop from the most dangerous monsters, found progressively deeper along the chain. They award same-tier race accessories, not ready-made Tourmaline. You forge Tourmaline at the Colector: collect all four race variants from one family and rarity, refine each to +9, then fuse them.

  1. Farm deeper

    Dangerous Metins and bosses drop the accessory chests. Epic chests appear deeper in the chain; Legendary chests wait for those who reach Thunder.

  2. Open race accessories

    Each chest awards a +0 accessory of the same tier: Epic from an Epic chest, Legendary from a Legendary chest. Tourmaline does not drop directly.

  3. Forge the same rarity

    Collect all four race variants from the same family and tier, refine every one to +9, then let the Colector perform the guaranteed fusion. Epic in, Epic out; Legendary in, Legendary out. The result starts at +0.

Bracelet

  • +9 Rubin Warrior
  • +9 Granat Ninja
  • +9 Smarald Sura
  • +9 Safir Shaman
+0 Tourmaline Bracelet all races
Four race bracelets at +9 → one Tourmaline Bracelet at +0. Four maxed pieces become one accessory for every race. At max (+9): +15 attack speed, +5,000 HP, and resistance against all races.
  1. Normal +10resist · all races · +9 4 Normal race accessories +9 → Normal Tourmaline +0

    Green border. The entry rung. Four Normal accessories at +9 yield the Normal general variant.

  2. Epic +15resist · all races · +9 4 Epic race accessories +9 → Epic Tourmaline +0

    Blue border. Epic chests appear deeper along the chain. Refining each input to +9 costs twice the materials.

  3. Legendary +20resist · all races · +9 4 Legendary race accessories +9 → Legendary Tourmaline +0

    Red border. Legendary chests drop from the most dangerous monsters in Thunder. Refining each input to +9 costs three times the materials.

Necklace

  • +9 Rubin Warrior
  • +9 Granat Ninja
  • +9 Smarald Sura
  • +9 Safir Shaman
+0 Tourmaline Necklace all races
Four race necklaces at +9 → one Tourmaline Necklace at +0. The only offense accessory: it deals damage against every race, not just one. At max (+9): +28 cast speed, +5,000 HP, and attack against all races.
  1. Normal +10damage · all races · +9 4 Normal race accessories +9 → Normal Tourmaline +0

    Green border. The entry rung. Four Normal accessories at +9 yield the Normal general variant.

  2. Epic +15damage · all races · +9 4 Epic race accessories +9 → Epic Tourmaline +0

    Blue border. Epic chests appear deeper along the chain. Refining each input to +9 costs twice the materials.

  3. Legendary +20damage · all races · +9 4 Legendary race accessories +9 → Legendary Tourmaline +0

    Red border. Legendary chests drop from the most dangerous monsters in Thunder. Refining each input to +9 costs three times the materials.

Belt

  • +9 King Warrior
  • +9 Spirit Ninja
  • +9 Runes Sura
  • +9 Great Bear Shaman
+0 Tourmaline Belt all races
Four race belts at +9 → one Tourmaline Belt at +0. Belts carry their own names, but the recipe is the same. At max (+9): high resistance against all races; refined with the Red Flame Stone.
  1. Normal +5resist · all races · +9 4 Normal race accessories +9 → Normal Tourmaline +0

    Green border. The entry rung. Four Normal accessories at +9 yield the Normal general variant.

  2. Epic +10resist · all races · +9 4 Epic race accessories +9 → Epic Tourmaline +0

    Blue border. Epic chests appear deeper along the chain. Refining each input to +9 costs twice the materials.

  3. Legendary +15resist · all races · +9 4 Legendary race accessories +9 → Legendary Tourmaline +0

    Red border. Legendary chests drop from the most dangerous monsters in Thunder. Refining each input to +9 costs three times the materials.

The Frosted Hammer

Every spare drop becomes refining material

The chain hands you duplicate class accessories, variants for other races and old +0 gear. Drag the Frosted Hammer onto what you do not keep and break it into materials on the spot. It works only on unrefined +0 pieces, so the set you fight in is never at risk.

Accessories → Stones

Spare accessories crack into stones

A duplicate class bracelet or necklace breaks into its matching stone — Rubin, Granat, Smarald or Safir; belts break into Red Flame Stone. The materials refine the accessories you keep toward +9 and feed the cube fusion. What you cannot wear pays for what you keep.

  • 3 from Normal
  • 6 from Epic
  • 9 from Legendary
Weapons & armor → Energy

Old gear breaks into Energy

A +0 weapon or a piece of armor — body, helmet, shield, boots or earrings — breaks into Energy Fragments. One hundred fragments become an Energy Crystal active for ten minutes. Fragments are also required by every refine recipe.

  • 25 per piece
  • 100 → 1 Energy Crystal
  • 10 min full energy

One reusable hammer, with no NPC trip. Fused Tourmaline pieces and any gear above +0 are rejected so you cannot break your fighting set by mistake.

A wardrobe, not a rental

Costumes that never disappear

On other servers a shop costume is a rental: it expires, it vanishes and your money goes with it. Here, Epic and Legendary costumes are never destroyed. When their time runs out they are unequipped and kept — recharge them with Thread of Time and wear them again.

  1. Time runs out, the costume stays

    When its duration ends, the costume does not shatter or vanish. It is unequipped automatically and stays intact in your inventory until you recharge it.

  2. Recharge with Thread of Time

    Thread of Time adds 6, 12 or 24 hours to a costume. The cap is 7 days; anything above it is lost, so add exactly what you need.

  3. Thread drops in game, not just in the shop

    Thread of Time is sold in the shop, but it can also drop as a rare farm reward. A costume you bought becomes something you sustain by playing — not a monthly rental.

Can become Epic:
  • Body
  • Hair
  • Weapon
  • Epic available now
  • Legendary coming soon

Less grind. More violence.

We cut dead grind and the chores that pull you out of the game. What remains drives you back toward farm, contested spots and PvP.

The farm is not a safe zone

Good drops bring players, not peace

  • Four chained maps, one road back, and everyone moving through the same route
  • What you carry can drop when you die, so a full inventory makes you worth hunting
  • Spawns move: there is always something to find, hold, or steal

You start in the action

Less leveling, more fighting

  • Level 99, class skills at G1, and a permanent mount from the first login
  • Clear refining, no hidden slot machine, and no pay-to-win shortcuts
  • Multi Dew and a reusable Blessing Scroll instead of burning consumables on every attempt

PvP with the brakes cut

Move when you want, hit when it matters, and react without irritating delays.

  • We removed that stuck, heavy PvP feeling where you lose control of your character for no reason.
  • Duels and mass fights are clearer, steadier, and fairer.

Less time buried in menus

Tools keep you close to the fight

  • Offline shops, market search, and voice chat directly in the client
  • Loot filters, chest-drop previews, and rival equipment inspection
  • No pay-to-win: skill, time, and pressure decide the ladder

The chain is open.

Enter the chain and leave with what you farmed — or drop your chests for someone else.

War announcements, patch notes, and the people you are going to beat — join the Discord