Tier Maps
The endgame dungeons: six tiers in the Imperial Guardian fortress, the ticket, the rules, how a run goes and what the bosses drop.
On this page
The Tier Maps are MU Skynet's endgame: a 20-minute party dungeon in the Imperial Guardian fortress, in six tiers from strong to the strongest characters on the server. Waves of fortress guards, an elite in every zone and a boss at the end, who drops the best loot in the game.
The six tiers#
| Tier | Name | Combat Power | HP | Where |
|---|---|---|---|---|
| 1 | Fortress Outskirts | 10,000 | 1,550 | The fortress of the day |
| 2 | Fortress Walls | 13,000 | 1,800 | The fortress of the day |
| 3 | Fortress Barracks | 15,000 | 2,000 | The fortress of the day |
| 4 | Fortress Keep | 20,000 | 2,500 | The fortress of the day |
| 5 | Imperial Halls | 25,000 | 2,900 | The fortress of the day |
| 6 | Throne of Gaion | 32,000 | 3,450 | Always the throne, with four zones |
The Combat Power is the party's average for a party of 3 or more. The monsters don't get weaker for fewer players, so a party of 2 needs 15 % more and a single player 30 % more (tier 6 alone: 41,600). Every member also needs the tier's maximum HP, buffs at the NPC included: the monsters hit HP only, and Combat Power doesn't count vitality.
Class factor#
The classes don't do the same in the fortress at the same Combat Power: knights and elves deal more there, wizards and lords less. So the entry counts each member's Combat Power times the class's factor:
| Class | Counts | Tier 4 (20,000) needs |
|---|---|---|
| Dark Knight | ×1.1 | 18,182 |
| Elf | ×1.1 | 18,182 |
| Magic Gladiator | ×1.0 | 20,000 |
| Dark Wizard | ×0.9 | 22,222 |
| Dark Lord | ×0.9 | 22,222 |
The party's average and the 70 % every member needs are taken from these counted numbers, and the Tier Maps window shows them. Only the entry counts this way: your Combat Power in /cp, the character window and the Rankings stays the same.
Tiers 1 to 5 follow the fortress's week, like the original Imperial Guardian event:
| Days | Fortress | Boss |
|---|---|---|
| Monday, Thursday | West wing | Destler or Galia |
| Tuesday, Friday | East wing | Vermont or Erkanne |
| Wednesday, Saturday | North wing | Kato or Raymond |
| Sunday | The throne | Gaion Kharein, with Erkanne, Raymond and Jerint |
The Tier Maps window shows today's fortress and boss.
Getting in#
- Get a Gaion's Order. Five Suspicious Scraps of Paper stack into one by themselves (see Scraps of paper below).
- Gather the party at Jerint the Assistant, in Lorencia or in Devias town. Everyone has to stand next to him.
- Talk to him. The Tier Maps window opens: the tiers with their Combat Power, today's fortress and boss, each member's Combat Power, HP and runs left, and the leader's Gaion's Order.
- The leader picks a tier and presses Enter. If the button is off, the window says why: too little Combat Power or HP, no runs left, no ticket or someone too far away.
/cp shows your Combat Power, what the entry counts for your class and up to which tier your HP is enough, and the Combat Power is also in the advanced stats tab of the character window (C). The event timer (O) and /events show your runs left today and when they come back.
How a run goes#
- 30 seconds to get ready, then the clock runs 20 minutes. The fortress's timer window shows "Tier n · Zone m" and the monsters left.
- Each zone (three; the throne four): its first gate is already broken. Waves of fortress guards come, the next one when three quarters of the last have fallen, then the zone's elite with its guards. When all are dead, the gates further in can be broken, and the next zone starts once a player reaches it (at most 90 seconds later). From tier 3 on there are traps.
- The boss waits in the last zone. At 75 % health it calls guards; at 50 % it shields itself while its guards live; at 25 % it rages (30 % more damage); in the last 2 minutes it goes berserk (50 % more).
- The boss's death wins the run. Its loot falls for the party, every member who is alive and inside gets the experience burst, and there is a minute to pick things up ("Loot time"). Then everyone is back in the town they entered from.
The run is lost when the time runs out or nobody is left alive inside.
- A death takes you out: you respawn in your entry town, and the others fight on. Warping away does the same.
- A lost connection doesn't: log in again while the run lasts and you are back at the same spot. If the last player inside disconnects, the run waits one minute for someone to come back.
- The window keeps each tier's fastest win, and a win of tier 5 or 6 is announced to the whole server.
What drops#
Guards drop zen and jewels (Bless, Soul, Life, Chaos, Creation, and Guardian from tier 4) at 3 to 8 %. Elites drop two jewels and an excellent item 30 % of the time.
The boss:
| Tier | Items | Each item ancient | High-tier share of those | Jewel of Ancient | Flame of Condor | Scraps | Experience burst |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 10 % | — | — | 5 % | 3 | 3 % of a reset |
| 2 | 2 | 12 % | — | — | 10 % | 2 | 4 % |
| 3 | 2 | 20 % | — | — | 15 % | — | 5 % |
| 4 | 3 | 20 % | 5 % | 10 % | 20 % | — | 6 % |
| 5 | 3 | 28 % | 10 % | 20 % | 25 % | — | 8 % |
| 6 | 3 | 40 % | 10 % | 35 % | 30 % | — | 10 % |
An item that isn't ancient is an excellent item of the tier's level. From tier 3 the boss also drops Fenrir's materials on every kill, in stacks (tier 3: 60 Splinters of Armor, 60 Bless of Guardian and 5 Claws of Beast; tier 6 up to 14 Claws, 5 Fragments of Horn and a Broken Horn 10 % of the time; see Fenrir), and jewels on every tier, among them Jewels of Life on every kill from tier 3 (1 on tiers 3 and 4, 2 on tier 5, 3 on tier 6). The experience burst is a share of all the experience of a reset (level 10 to 400), given level by level, and only to party members who are alive and still in the dungeon when the boss falls: someone who died or warped out before that gets none (the loot and the result window are theirs all the same). The chances are fixed: no pity, no guarantee after many runs.
Scraps of paper#
The ticket's scraps come from events and bosses, not from ordinary monsters:
| Source | Who gets it | Chance |
|---|---|---|
| Blood Castle won | Every member of the winning party | 50 % at castles 7 and 8, less below (castle 1: 7 %) |
| Devil Square finished | Everyone alive at the end | 50 % at squares 6 and 7, less below (square 1: 8 %) |
| Golden Invasion | The killer's party, on the ground | 1 % per golden monster |
| Kalima's bosses | The killer's party, on the ground | Kalima n: n in 7 (Kalima 7: always) |
| Tier Map bosses | The party | 3 from tier 1, 2 from tier 2 |
Finishing Blood Castle or Devil Square also gives a Jewel of Chaos, which pays for the next ticket.
No shop sells scraps or Gaion's Orders.
Ranking#
The Tier Maps ranking on the website counts the runs won in the current battle pass season. When the party kills the boss, every member gets the tier's points, also one who died on the way; a lost run gives nothing.
| Tier | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Points a win | 1 | 2 | 3 | 5 | 7 | 10 |
Every character counts on its own. More points come first; on equal points, the lower total time of the counted wins. Characters with the same points and time share a place. Game masters aren't ranked, and runs a game master starts don't count. Type /tiertop in the game for the top 10 and your own place.
While no pass season runs, the ranking counts every win so far and gives no prizes. With a new season it starts over.
Prizes#
A couple of minutes after a battle pass season ends, its ranking gets prizes:
| Place | Prize |
|---|---|
| 1–5 | 50 Bless, 50 Soul, 30 Life, 1 Jewel of Fate, 2 Box of Kundun +5 |
| 6–10 | 30 Bless, 30 Soul, 15 Life, 2 Box of Kundun +5 |
One prize per account: its best character takes it, and the next account moves up into the top 10. Characters that share a place share its prize. The jewels go into the jewel bank, the Jewel of Fate too, and the boxes into your bag: within a minute if you are in the game, at your next login if not. What doesn't fit waits until you make room.
How hard it is#
The tiers were tuned on the test server against real builds of all five classes:
| Tier | Built for | Guard health | Elite health | Boss health | Boss hits for |
|---|---|---|---|---|---|
| 1 | ~10 resets, excellent +9 with two options, 2nd wings +7 | 124,000 | 557,000 | 2,140,000 | 976–1,460 |
| 2 | 216,000 | 934,000 | 3,460,000 | 1,220–1,830 | |
| 3 | 311,000 | 1,340,000 | 4,950,000 | 1,530–2,300 | |
| 4 | ~22 resets, a classic ancient set +12, 3rd wings +7 | 468,000 | 1,940,000 | 7,160,000 | 1,920–2,890 |
| 5 | 840,000 | 3,720,000 | 14,100,000 | 2,960–4,440 | |
| 6 | ~35 resets, a high-tier set +13 with Power of the Ancients, 3rd wings +13 | 915,000 | 4,600,000 | 24,200,000 | 5,010–7,510 |
A party of three such characters needs about 12 to 14 of the 20 minutes (the throne about 16). Players hit the guards about 80 % of the time, the elites 72 %, the boss 65 %. A landed hit takes a typical character about 6 % of its health from a guard, 12 % from an elite and 20 % from the boss, before rage and berserk: potions keep a party up against the guards, but the boss can kill. Dark Knights take the least, Dark Lords and Magic Gladiators the most.
See also
- Combat PowerHow your Combat Power is counted from stats, items, ancient sets, wings and pets, and what it opens.
- Ancient setsWhere ancient items come from, how set bonuses add up, Power of the Ancients, the gold +14/+15 sets, and every set with its pieces and bonuses.
- Wings and capesChaos weapons, 1st, 2nd and 3rd wings and the Dark Lord's capes: recipes, chances and what each wing gives.
- Item upgrades +1 to +15Every step from +0 to +15 with its jewels, zen and chance, and the Jewel of Ancient for ancient items.
