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.
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.
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.
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.
A full inventory turns you into a target. Whoever is faster, or already deeper in, comes for the exact chests you are carrying.
One good boss turns a quiet farm into a brawl. Go deep, stack chests, and the whole map learns you are there.
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.
Where you enter, and where the Colector waits. This is the only place where you can open the chests and keep their rewards.
Better drops, and the first Epic accessory chests. The crowd thins out; the fights start getting personal.
Harder mobs, better bosses, and more valuable chests. The problem is the long road back before you can open them.
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.
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.
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.
Clear a spot and the next targets can appear in another area. The route that worked now guarantees nothing on the next wave.
Players who read the map and keep moving out-farm anyone camping a corner. Find the next spawn — do not wait for it.
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.
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.
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.
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.
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.
Metins and bosses drop sealed chests. The deeper down the chain you go, the better the drops.
Chests cannot be opened on the map and cannot be banked. Bring them to the Colector, or get greedy and push one map deeper.
Anyone outside your party or guild can strike you. Your equipped items stay on you; the chests you carry do not.
Reach the Colector and the drops are yours. Fall on the way, and whoever put you down can pick up the chests.
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.
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.
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.
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.
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.
The rule holds only on the endgame chain. On normal maps, death stays exactly as you know it.
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.
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.
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.
First login puts you at max level. You skip the early leveling and enter PvP.
Pick your build and your class skills start at Grand Master G1. Secondary, riding, horse and language skills are already at Perfect Master.
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 permanent Royal Lion mount seal — yours for good, it never expires — so you are mobile from the very first second.
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.
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.
+10% vs Semi-humans
+10% Cast speed
+10% Piercing hit chance
+10% Critical hit chance
+3,500 HP
Every step keeps the bonuses beneath it. At S rank you carry all five at once.
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.
Dangerous Metins and bosses drop the accessory chests. Epic chests appear deeper in the chain; Legendary chests wait for those who reach Thunder.
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.
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.
+9
Rubin
Warrior
+9
Granat
Ninja
+9
Smarald
Sura
+9
Safir
Shaman
+0
Tourmaline Bracelet
all races
Green border. The entry rung. Four Normal accessories at +9 yield the Normal general variant.
Blue border. Epic chests appear deeper along the chain. Refining each input to +9 costs twice the materials.
Red border. Legendary chests drop from the most dangerous monsters in Thunder. Refining each input to +9 costs three times the materials.
+9
Rubin
Warrior
+9
Granat
Ninja
+9
Smarald
Sura
+9
Safir
Shaman
+0
Tourmaline Necklace
all races
Green border. The entry rung. Four Normal accessories at +9 yield the Normal general variant.
Blue border. Epic chests appear deeper along the chain. Refining each input to +9 costs twice the materials.
Red border. Legendary chests drop from the most dangerous monsters in Thunder. Refining each input to +9 costs three times the materials.
+9
King
Warrior
+9
Spirit
Ninja
+9
Runes
Sura
+9
Great Bear
Shaman
+0
Tourmaline Belt
all races
Green border. The entry rung. Four Normal accessories at +9 yield the Normal general variant.
Blue border. Epic chests appear deeper along the chain. Refining each input to +9 costs twice the materials.
Red border. Legendary chests drop from the most dangerous monsters in Thunder. Refining each input to +9 costs three times the materials.
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.
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.
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.
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.
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.
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.
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.
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.
Body
Hair
Weapon
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.
Good drops bring players, not peace
Less leveling, more fighting
Move when you want, hit when it matters, and react without irritating delays.
Tools keep you close to the fight
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