MapleStory/Arcane River

Arcane River is the area which the Erdas are located. To enter, you must have completed the 5th Job Advancement to absorb the Erda's power.
 * Entry Requirements
 * Vanishing Journey: Level 200+, Completed 5th Job Advancement
 * Chu Chu Island: Level 210+, Completed "Vanishing Journey" Quests (except daily quests)
 * Lachelein: Level 220+, Completed "Chu Chu Island" Quests (except daily quests)
 * Arcana: Level 225+, Completed "Lachelein" Quests
 * Morass: Level 230+, Completed "Arcana" Quests
 * Esfera: Level 235+, Completed "Morass" Quests (except daily quests)
 * Tenebris (Moonbridge): Level 245+, Completed "Esfera" Quests (except daily quests)
 * Tenebris (Labyrinth of Suffering): Level 250+, Completed "Moonbridge" Quests
 * Tenebris (Limina): Level 255+, Completed "Labyrinth of Suffering" Quests

Maps
There are 7 main areas in Arcane River: Vanishing Journey, Chu Chu Island, Lachelein, Arcana, Morass, Esfera and Tenebris.

Vanishing Journey
There are 4 main areas in Vanishing Journey. Monsters have 3x the HP and gives 1.8x the EXP.
 * 1) Nameless Town: Town of Vanishing Journey.
 * 2) Lake of Oblivion: Monster ranges from Level 200 to 203. Requires 30 Arcane Force.
 * 3) Extinction Zone: Monster ranges from Level 204 to 206. Requires 40 Arcane Force.
 * 4) Cave of Repose: Monster ranges from Level 207 to 209. Requires 60 Arcane Force.

There are also 3 "hidden" maps, 1 for each area listed above (except for Nameless Village). Monsters in these maps have 5.2x HP and gives 3x EXP. Requires 80 Arcane Force.

Daily Quests
In Vanishing Journey, you can accept daily quests from Rona in Nameless Town. The list below shows the possible daily quests from Rona. All quests reward 1 "Arcane Symbol: Vanishing Journey" upon completion. You can change the quest list once and you can choose which quests to keep. After the change, no further change is allowed for that day's quests. Some quests may tell you to go to another map after collecting the etc items as the nature of the quest is item delivery.

Highlighted quests in red will take a longer time than other quests)
 * Possible Quests
 * Kill 200 Happy Erdas
 * Collect 50 Happy Erda's Samples
 * Kill 200 Raging Erdas
 * Collect 50 Raging Erda's Samples
 * Kill 200 Sad Erdas
 * Collect 50 Sad Erda's Samples
 * Kill 200 Joyful Erdas
 * Collect 50 Joyful Erda's Samples
 * Kill 200 Stone Erdas
 * Collect 50 Stone Erda's Samples
 * Kill 200 Blazing Erdas
 * Collect 50 Blazing Erda's Samples
 * Kill 200 Soulful Erdas
 * Collect 50 Soulful Erda's Samples
 * Kill 200 Tranquil Erdas
 * Collect 50 Tranquil Erda's Samples
 * Kill 130 Lantern Erdas
 * Collect 33 Lantern Erda's Samples
 * Collect 30 Oblivion Inhibitors and deliver to Jenna (found in Lake of Oblivion: Weathered Land of Rage and Sorrow)
 * Collect 30 Extinction Inhibitors and deliver to Jenna (found in Extinction Zone: Fire Zone)
 * Collect 30 Repose Inhibitors and deliver to Jenna (found in Cave of Repose: Below the Cave)

After clearing all quests, the last quest will be completed and you will receive more Arcane Symbols: Vanishing Journey as a completion bonus.

The number of quest and reward will vary based on your Arcane River progress.

A weekly quest will also be available, upon accepting, complete Vanishing Journey daily quests for 2 days (need not be consecutive but must be within Monday 12am to Sunday 11.59pm on the same week) to obtain 3 Core Gemstones (untradeable, expires in 7 days if unused).
 * Weekly Bonus

Erda Spectrum
After clearing the story quests, you can attempt Erda Spectrum party quest to obtain EXP and Arcane Symbol: Vanishing Journey.
 * Participants: 1~3 players in a party
 * Arcane force needed: 60 (90 Arcane Force to hit 1.5x damage inside)
 * Average time needed: 5~7 minutes
 * Maximum clears: 3 times daily (failure will not count into the limit)

Time limit 10 minutes
 * Stage 1
 * 1) Kill monsters to charge Erda (1 kill = 1 Erda charge). Sometimes, blue zones will spawn, stand inside the area before it disappears in 5 seconds to gain 10 Erda charges.
 * 2) When you are done charging (recommended to be 75 or higher), use NPC Chat at the Erda flare to despawn monsters. Erda charge will be consumed at a rate of 1 point per second.
 * 3) Normal attack the flare to spawn erda fragments (blue, red, purple). The colour will depend on the flare, which will go on a cycle of: 5 seconds blue, 5 seconds red, 2 seconds purple.
 * 4) Use character to push the respective colours to the walls (blue on left, red on right, purple can be either 1). Sometimes, there will be red marked zones, keep the erda fragments away to preserve them, otherwise they will be destroyed when the explosion happens at the red zones.
 * 5) Push 10 erda fragments to the walls correctly to clear. After which, proceed with either Stage 2A or Stage 2B.
 * If the task is not completed when the charge is drained, existing erda fragments and walls will disappear, monsters and blue zones will start to spawn again.
 * Progress made is not reset.

Time limit 2 minutes
 * Stage 2A
 * 1) Kill monsters that spawn from 4 portals (top left, top right, bottom left, bottom right). At any time, the monster population must be less than 50. Do so until time is up.
 * 2) Killing monsters will give Erda charge (1 charge per kill), and blue zones may appear from time to time, stand within those zones before it disappears in 5 seconds to gain 10 Erda charge.
 * 3) Use NPC Chat at the Erda flare to kill 15 monsters at the same time (full map attack), you can choose not to touch it if you want.
 * 4) When the time is up, the quest will be completed.

Time limit 2.5 minutes
 * Stage 2B
 * 1) 2 Armas will start to appear from their caves, hurry up before they touch the Erda flare, otherwise you will fail instantly.
 * 2) Killing monsters will give Erda charge (1 charge per kill), and blue zones may appear from time to time, stand within those zones before it disappears in 5 seconds to gain 10 Erda charge.
 * 3) Use NPC Chat at the Erda flare to activate the laser. The laser's direction will be the same as the one that the character is facing. Use the laser to push back Arma all the way until it goes back to its cave (prpgress count will increase when that happens). It can take up to 15 seconds to do so. (Recommended 20 Erda charge per Arma)
 * 4) Push both Armas back and repeat the cycle (steps 1~3)
 * 5) Push back 5 Armas to complete.


 * Final rewards
 * 2 Arcane Symbol: Vanishing Journey (given for both manual clears and auto clears)
 * 87,026,100 EXP (only given if done manually and not auto clear)

Based on your Arcane River progress, you can choose to skip rounds to receive Arcane Symbols instantly and use up 1 clear count (EXP is not given). You can still choose to perform it normally if you wish.

Chu Chu Island
There are 5 main areas in Chu Chu Island. Monsters have 6x the HP and gives 3.5x the EXP.
 * 1) Chu Chu Village: Town of Chu Chu Island.
 * 2) Five-Color Hill: Monster ranges from Level 210 to 211. Requires 100 Arcane Force.
 * 3) Slurpy Forest: Monster ranges from Level 212 to 213. Requires 100 Arcane Force.
 * 4) Eree Valley: Monster ranges from Level 214 to 216. Requires 130 Arcane Force.
 * 5) Skywhale Mountain: Monster ranges from Level 217 to 219. Requires 160 Arcane Force.

Hungry Muto Daily Quest
Chu Chu Island Daily quest is a Party Quest (Hungry Muto). Collect ingredients and give it to the birds so that the birds can cook meals for Muto and Muto will be motivated to fend off the shark!
 * Participants: 1~4 players in a party
 * Arcane force needed: 100 for Easy and Normal Mode, 200 for Hard Mode (150 Arcane force to hit 1.5x damage for Easy and Normal mode, 300 Arcane Force to hit 1.5x damage in Hard mode)
 * Average time needed: 1.5~3 minutes
 * Maximum clears: 3 times daily regardless of mode (failure will not count into the limit)


 * How the quest goes
 * The team will begin at the following progress:
 * 49% if solo
 * 48% if party of 2
 * 47% if party of 3
 * 46% if party of 4
 * Every 10.4 seconds (counted from entry time or last cooked dish), the progress bar decreases by:
 * 1% if solo
 * 2% if party of 2
 * 3% if party of 3
 * 4% if party of 4
 * There is a time limit for cooking a dish, as follows:
 * 2 ingredients: 2 minutes
 * 3 ingredients: 2 minutes 10 seconds
 * 4 ingredients: 2 minutes 20 seconds
 * The team has to collect the ingredients. Some ingredients may not be shown explicitly (so you have to either remember the recipe or guess). Pet looting will not work, the loots disappear in 10 seconds if not looted and if you looted another ingredient, your previous stack will disappear.
 * After collecting the ingredient, report back to Simia in the middle and jump to put the ingredient into the pot.
 * Based on the dish you successfully cooked, the progress bar will increase.
 * 2 ingredients: 11% (if solo), 10% (if party of 2), 9% (if party of 3), 8% (if party of 4)
 * 3 ingredients: 17% (if solo), 16% (if party of 2), 15% (if party of 3), 14% (if party of 4)
 * 4 ingredients: 23% (if solo), 22% (if party of 2), 21% (if party of 3), 20% (if party of 4)
 * Even though there is a cooking time limit, if you cooked the dish fast enough (within the bonus time limit), Muto feels more motivated and will fend off Gulla even more. The progress bar will increase even more, as follows (added with previous increase)
 * 2 ingredients: 12%
 * 3 ingredients: 18%
 * 4 ingredients: 24%
 * Once the progress bar reaches 100%, the team will have cleared the quest and receive rewards based on clearance time.


 * Final Rewards
 * Easy mode
 * 202,262,000 EXP and 1 Arcane Symbol: Chu Chu Island
 * Normal mode
 * S rank (<5 minutes): 242,714,400 EXP and 3 Arcane Symbol: Chu Chu Island
 * A rank (5 minutes 1 second ~ 8 minutes): 222,488,200 EXP and 2 Arcane Symbol: Chu Chu Island
 * B rank (8 minutes 1 second ~ 10 minutes): 202,262,000 EXP and 1 Arcane Symbol: Chu Chu Island
 * Hard mode
 * S rank (<5 minutes): 323,619,200 EXP and 5 Arcane Symbol: Chu Chu Island
 * A rank (5 minutes 1 second ~ 8 minutes): 283,166,800 EXP and 4 Arcane Symbol: Chu Chu Island
 * B rank (8 minutes 1 second ~ 10 minutes): 242,714,400 EXP and 3 Arcane Symbol: CHu Chu Island

Based on your Arcane River progress, you can choose to skip rounds to receive Arcane Symbols instantly and use up 1 clear count, based on the best result of the day (EXP and achievement count is not given). You can still choose to perform it normally if you wish.

Lachelein
There are 5 main areas in Lachelein. Monsters have 7.3x the HP and gives 3.5x the EXP.
 * 1) Lachelein Main Street: Town of Lachelein.
 * 2) Back Alley: Monster ranges from Level 220 to 221. Requires 190 Arcane Force.
 * 3) Lachelein Night Market: Monster ranges from Level 221 to 223. Requires 210 Arcane Force.
 * 4) Lachelein Ballroom: Monster ranges from Level 223 to 225. Requires 210 Arcane Force.
 * 5) Nightmare Clocktower: Monster ranges from Level 226 to 229. Requires 240 Arcane Force.

Lucid resides in the Clocktower of Lachelein. To enter, you must be Level 220 or higher and must have completed all Lachelein quests (except "Showdown" quest). Requires 360 Arcane Force.
 * Lucid Boss

Dream Defender Daily Quest
Daily Limit 3 entries per day. Dream Defender is closed at the last 30 minutes of Sunday to the first 30 minutes of Monday, so take note if you wish to perform the quest near reset time.

In Dream Defender, you have to destroy purple (bad) music boxes to turn them yellow (good). Monsters will however seep in to attack the yellow music boxes to turn them purple. The goal is to maintain more yellow music boxes than purple music boxes (note, it is different from having 5 yellow music boxes) in 3 minutes. If there are more purple music boxes than yellow, the bar will become more purple; if the reverse is true, it will become more yellow. In general, it is somewhat related to Mu Lung Dojo. 1 Dojo floor cleared = about 1~1.3 Dream Defender stage (not applicable if cleared floor 41 in dojo)
 * The number matters: if there is a significant difference, the bar will move more; if there is a small difference (3 vs 2), the bar will barely move (but over time it is visible)
 * 5 purple box, 0 yellow box: bar shifts by 7.5% towards purple every second
 * 4 purple box, 1 yellow box: bar shifts by 4.5% towards purple every second
 * 3 purple box, 2 yellow box: bar shifts by 1.5% towards purple every second
 * 2 purple box, 3 yellow box: bar shifts by 1.5% towards yellow every second
 * 1 purple box, 4 yellow box: bar shifts by 4.5% towards yellow every second
 * 0 purple box, 5 yellow box: bar shifts by 7.5% towards yellow every second
 * Every stage starts with 50% yellow 50% purple bar, with 3 purple music boxes and 2 yellow music boxes.
 * Tactic board shows the map layout, you will start from the middle.
 * Purple square indicates purple box at that area, you should tend to that area.
 * Yellow square indicates yellow box at that area, you can ignore that area for awhile.
 * If it is blinking and it is originally yellow, means it is turning purple, prepare to rush there.
 * If it is blinking and it is originally purple, means it is turning yellow, keep hitting.
 * Every stage cleared gives Dream Points (current stage number cleared, rounded down to nearest tens, minimum 10 Points) that you can use to help yourself in later stages. Dream Points are stored forever in your character (max 3,000 Dream Points can be stored)
 * There is an unlimited number of stages, each stage will increase the HP of music boxes and monsters.
 * You failed the stage if either of these 2 situation happens:
 * Reached 3 minutes time limit but the bar is still not fully yellow
 * Bar is fully purple
 * Every 10 stage is a checkpoint, if you cleared that stage you can start from there directly (however if you started from there and you failed straight away, you get no rewards)
 * Starting from stage 30, every 10 stage you can claim a useless medal for achievement purposes, up to stage 100
 * Ranking is based on depth (stages), then speed (time taken for the last stage)
 * Top 5 Dream Defender ranking will be displayed as NPCs in Lachelein (left of clocktower), when you entered Dream Defender 3 times for the day you can go to each one and get Dream Coins (24~36 Dream Coins in total). Distribution as follows:
 * 1st place: 10~14 Dream Coins + Effort bonus Dream Coins
 * 2nd, 3rd place: 5~7 Dream Coins
 * 4th, 5th place: 2~4 Dream Coins

Rewards
 * 1 Dream coin every 1 stage cleared, if you started from checkpoint it assumes you cleared all the stages before the checkpoint (assuming you cleared at least 1 stage when you entered from the checkpoint). 30 Dream Coins = 1 Arcane Symbol: Lachelein. Max 500 Dream coins daily
 * 3,634,300 EXP + 363,430 EXP every 1 stage cleared, if you started from checkpoint it assumes you cleared all the stages before the checkpoint (assuming you cleared at least 1 stage when you entered from the checkpoint).

Based on your Arcane River progress, you can choose to skip rounds to receive Dream Coins (up to 500 Dream coins daily) instantly and use up 1 clear count, based on the best result of the day (EXP, achievement count and effort bonus is not given). You can still choose to perform it normally if you wish.

If you tried your best and you still could not perform well, you can obtain bonus Dream Coins from the 1st place player NPC. Effort bonus is applied per entry and stacks, excluding auto-clears. (Example: Manually clearing Stage 3 for all 3 entries without using auto clear lets you get 5 ×3 entries = 15 coins as effort bonus.)
 * Effort bonus

Arcana
Monsters have 8x the HP and gives 3.65x the EXP. There are 4 main areas.
 * 1) Entrance to Arcana: Monsters range from Level 230 to 232. Requires 280 Arcane Force.
 * 2) Grove of the Spirit Tree: Town of Arcana.
 * 3) Deep Forest: Monsters range from Level 233 to 236. Requires 320 Arcane Force.
 * 4) Cavern: Monsters range from Level 237 to 240. Requires 360 Arcane Force.

Spirit Saviour
This is the daily quest to obtain Arcane Symbol : Arcana. You will have to kill obstacles that traps spirits (exactly 500 Million HP) and use the NPC Chat key to carry the spirit while dodging the growing Toxic spirit. Bouncers are placed all around the map so that you can play hide and seek with the evil spirit to rescue the trapped spirits.
 * 3 minutes time limit, 3 attempts daily.
 * Toxic spirit will take 1 second to transform and it transforms upon killing an obstacle trapping the spirit, up till 5 freed spirits (regardless if you carried them or not).
 * You have a Defense bar that will determine if you can continue on with the quest. If it reaches 0, you will be booted out immediately.
 * Defense bar starts from 20/20 (100%)
 * Each time you touched a floating blue spirit, your defense decreases by 1 (5%)
 * If you touched a big Toxic spirit, you will lose all spirit on hand and your defense bar will be decreased according to the evil spirit's transformatio stage (1 released spirit regardless of carried or not = +1 stage)
 * Stage 1: -2 Defense (-10%)
 * Stage 2: -4 Defense (-20%)
 * Stage 3: -6 Defense (-30%)
 * Stage 4: -8 Defense (-40%)
 * Stage 5: -10 Defense (-50%, means if you touch the Toxic spirit when it is the biggest twice in the same round, you will definitely get kicked out)
 * If you have 6/20 Defense or less (30% or less), the defense bar will start blinking.
 * Based on the number of spirits on hand, you get spirit points. Playing in a PC room yields 30% more points than listd below.
 * 1 spirit: 200 points
 * 2 spirits: 500 points
 * 3 spirits: 1,000 points
 * 4 spirits: 1,500 points
 * 5 spirits: 2,500 points
 * 1,000 points --> 1 Spirit Coin (rounded down, so example: 900 points will give you 0 coins; 7,800 points will give you 7 coins). 3 Spirit Coins --> 1 Arcane Symbol : Arcana. There is no EXP reward for this quest.
 * Max 30 Spirit Coins daily can be obtained.

Based on your Arcane River progress, you can choose to skip rounds to receive Spirit Coins (up to 30 Spirit coins daily) instantly and use up 1 clear count, based on the best result for the day (achievement count is not given, and effort bonus is not given if auto clear is used on the 3rd entry for the day). You can still choose to perform it normally if you wish.

If you tried your best and you still could not perform well, you can get additional Spirit Coins as a consolation. These coins are only given when you perform the 3rd time normally (not auto-clear). This means you can use auto clear on the 2nd entry and you must manually clear for the 3rd entry to receive the effort bonus.
 * Effort bonus
 * If you got 1~3 coins in total, you get 2 Spirit Coins more.
 * If you got 4~8 coins in total, you get 1 Spirit Coin more.

Morass
Monsters Level 236 to 240 have 8x the HP and gives 3.65x the EXP. Monsters Level 241 to 245 have 10x the HP and gives 3.7x the EXP. There are 4 main areas in Morass, sub-divided into 8 smaller areas.
 * 1) Coral Forest: Monsters are Level 236. Requires 400 Arcane Force.
 * 2) Truffet Square: Main town of Morass. It is sub-divided into 3 areas, woth the other 2 areas being:
 * 3) Street Cat Area: Where all the stray cats are, and they are Level 237. Requires 440 Arcane Force.
 * 4) Bully Blvd.: Where the big bullies are, and they are Level 238. Requires 440 Arcane Force.
 * 5) Research Lab: Where Tana was held hostage as she was used as a test subject. Certain daily quests may require you to come here to complete it. It is sub-divided into 3 areas, with the other 2 areas being:
 * 6) ShadowDance Hall: Where all the shadows are hiding. Monsters range from Level 239 to Level 240. Requires 480 Arcane Force.
 * 7) Abandoned Area: Where experiments have been conducted and closed off after a dangerous one has been conducted. Monsters are Level 241. Also contains the path to Esfera. Requires 480 Arcane Force.
 * 8) That Day in Truffet: Monster ranges from Level 242 to Level 245. Requires 520 Arcane Force.

Daily Quests
You can accept daily quests everyday (and you can choose to replace the quests once). Each quest gives 2 Arcane Symbol: Morass. When clearing all daily quests for that day, you can get additional Arcane Symbol: Morass, for a total of 8 per day.

Highlighted quests in red will take a longer time than other quests.
 * Kill 200 Xenoroid Echo Type B
 * Collect 50 Tasty Seedfoods (from Xenoroid Echo Type A/B)
 * Kill 200 Nameless Cats
 * Collect 50 Glittering Powders (from Nameless Cats)
 * Collect 50 Stolen Fruits (from Strong Gangsters)
 * Kill 200 Mighty Brothers
 * Collect 30 Anti-magic Fragments (from Xenoroid Echo Type A/B, Nameless Cats, Strong/Powerful Gangsters)
 * Kill 200 Blue Shadows
 * Kill 200 Red Shadows
 * Collect 50 Shadow Cores (from Blue/Red Shadows)
 * Collect 50 Experimental Residues (from Experiments Gone Wrong)
 * Kill 200 Big Experiments Gone Wrong
 * Kill 200 Thralled Guards
 * Collect 50 Broken Hammers (from Thralled Warhammer Knights)
 * Kill 200 Thralled Wizard
 * Collect 50 Broken Bows (from Thralled Archer)
 * Collect 50 Memory Glass (from Vanishing Erdas, accessed from the middle portal in "That Day in Truffet 3". Transport to Truffet Square or Laboratory once done.)
 * Collect 100 Memory Fragments (from all Morass monsters except Evaporating Erdas)
 * To Save Truffet (Find a hidden portal in That Day in Truffet 2/3/4, then fight through 3 maps of Vanishing Erdas. Transport to Truffet Square once done.)
 * Stabilising the Closed Area (Find a hidden portal in Closed Area 1/2/3, then fight through 3 maps of monsters. Transport to Truffet Square once done.)
 * Research Lab Defense (report to Laboratory, speak to the Researcher and accept the quest to enter. Fight through 5 waves of monsters like Polo portal. You will still be given credit even if you fail to clear 5 waves in 3 minutes.)

After clearing all quests, the last quest will be completed and you will receive more Arcane Symbols: Morass as a completion bonus.

The number of quest and reward will vary based on your Arcane River progress.

Esfera
The Origin Sea Esfera is the 6th region of Arcane River, and houses Will the Spider King as a boss. There are four main areas in Esfera.
 * 1) Base Camp: Town of Esfera.
 * 2) Living Spring: Monster ranges from Level 240 to 243. Requires 560 Arcane Force.
 * 3) Mirror-touched Sea: Monster ranges from Level 244 to 247. Requires 600 Arcane Force.
 * 4) Radiant Temple: Monster ranges from Level 248 to 249. Requires 640 Arcane Force.

Monsters have 10x the HP and gives 3.7x the EXP.

Will resides in the deepest part of Mirror World, accessible from the Radiant Throne at the Radiant Temple. To enter, you must be Level 235 or higher and must have completed all Esfera quests. Requires 760 Arcane Force.
 * Will Boss

Daily Quests
3 quests will be given at random daily, you can choose to change the quests to get new random quests 1 time. Each quest completed provides 2 Arcane Symbol: Esfera. Complete all 3 quests to obtain another 2 Arcane Symbol: Esfera (total 8 per day)
 * Possible Quests
 * Kill 200 Attuins
 * Collect 50 Attuin's Shells
 * Kill 200 Attuses
 * Collect 50 Attus' Shells
 * Kill 200 Vellarions
 * Collect 50 Vellarion's Scales
 * Kill 200 Vellarises
 * Collect 50 Vellaris' Scales
 * Kill 200 Aranyas
 * Collect 50 Aranya's Claws
 * Kill 200 Araneas
 * Collect 50 Aranea's Claws
 * Kill 200 Watchers of Light
 * Collect 50 Watchers of Light's Loops
 * Kill 200 Watchers of Dark
 * Collect 50 Watchers of Dark's Loops
 * Kill 200 Light Executors
 * Collect 50 Light Executors' Loops
 * Kill 200 Dark Executors
 * Collect 50 Dark Executors' Loops

Tenebris
It is split into 3 sections: Moonbridge, Labyrinth of Suffering, Limina. Monsters have 11x the HP and gives 3.85x the EXP. This is the last area in Arcane River, suitable for players who achieved level 250 and wants to strenghthen theirselves more to face the Black Mage at the end.

Moonbridge
This area require players to be level 245+ and have completed the Esfera questline. There are 3 main areas in this section:
 * 1) Last Horizon - Monster ranges from Level 250 to 251. Requires 670 Arcane Force.
 * 2) Mysterious Fog - Monster ranges from Level 252 to 253. Requires 700 Arcane Force.
 * 3) Void Current - Monsters here are Level 254. Requires 730 Arcane Force.

The Giant Monster is a huge eye-like monster who watches over Moonbridge. To enter, you must be Level 245 or higher and must have completed all Moonbridge quests. Requires 730 Arcane Force. It is avaliable in Normal Mode only and can be attempted once daily, cleared once per week.
 * Giant Monster Boss

Labyrinth of Suffering
This area require players to be level 250+ and have completed the Moonbridge questline. There are 3 main areas in this section:
 * 1) Interior - Monster ranges from Level 255 to 256. Requires 760 Arcane Force.
 * 2) Core of Suffering - Monster ranges from Level 257 to 258. Requires 790 Arcane Force.
 * 3) Deep Core - Monsters here are Level 259. Requires 820 Arcane Force.

In the deepest part of the Labyrinth, there is an eternal swamp where Verus Hilla, the most loyal general, reborn with the powers of the Black Mage, resides. To enter you must be Level 250 or higher and must have completed all Labyrinth quests. Requires 900 Arcane Force. It is avaliable in Hard Mode only and can be attempted once daily, cleared once per week.
 * True Hilla (Verus Hilla in GMS, Heretic Hilla in MSEA)

Limina
This is the final area, where the Black Mage finally awaits. This area require players to be level 255+ and have completed the Labyrinth questline. There are 3 main areas in this section:
 * 1) World's Sorrow - Monster ranges from Level 260 to 262. Requires 850 Arcane Force. The Subterminal Point is located at the edge of this area, where the Guard Captain Darknell, the chief of the Elite Bosses, resides. This is a level 265 boss avaliable only in Normal Mode, can be attempted once daily, cleared once weekly.
 * 2) The End of the World - Monster ranges from Level 262 to 264. Requires 880 Arcane Force.
 * 3) Giant's Heart - This is basically the entrance to the final boss, the Black Mage.

Located at the Giant's Heart within the Black Sun, the final boss, the Black Mage, finally awaits. To enter you must be Level 255 or higher and must have completed all Limina quests. This boss requires 1,320 Arcane Force, which is equivalent to the amount of Arcane Power from all 6 symbols at level 20 (maxed). However, Story Mode (during the questline) requires only 880.
 * Black Mage

This boss is avaliable in Hard Mode only. It can be attempted once per day, if you have the required materials (50 Flames of Desire + 1 Essence of Dark Energy combined into 1 Fragment of Destiny), and can be cleared once per month. Defeating this boss will unlock the Genesis Weapon questline.

Arcane Force and Arcane Symbols
Arcane force is used in Arcane River to penetrate the defence system of Erdas. Arcane Symbols are the only source of Arcane Force. Based on your Arcane Force and required Arcane Force, your damage is adjusted to between 10% to 150% of the original damage and monster damage will hit between 0% to 280% of its original damage (not applied to %HP attacks).

Arcane Symbols
Arcane Symbols can be levelled up to give more Arcane Force by equipping duplicated Arcane Symbols. Arcane Symbols can be obtained from different ways. Note: Monster Drop rate is insanely low (about 1 in 20,000+ monsters at 1x drop rate)
 * Vanishing Journey: Daily Quests and Monster Drops in Vanishing Journey
 * Chu Chu Island: Daily Party Quests and Monster Drops in Chu Chu Island
 * Lachelein: Daily Dream Defender Quest and Monster Drops in Lachelein
 * Arcana: Daily Spirit Saviour Quest and Monster Drops in Arcana
 * Morass: Daily Quests and Monster Drops in Morass
 * Esfera: Daily Quests and Monster Drops in Esfera

In addition, events may give out Arcane Symbol Selector coupons to exchange for a symbol of your choice (only the ones that you have obtained a symbol from quest are allowed to be chosen)


 * Required number of symbols to level up: $$SymbolLevel^2 + 11$$
 * Required mesos to level up
 * Vanishing Journey: $$2370000 + 7130000 \times SymbolLevel $$
 * Others: $$12440000 + 6600000 \times SymbolLevel $$

Arcane Symbols will increase your Final Stats and Arcane Force.
 * All Jobs (except Xenon and Demon Avenger): 100 Final Primary Stat per 10 Arcane Force from Arcane Symbols
 * Xenon: 39 Final STR, 39 Final DEX, 39 Final LUK per 10 Arcane Force from Arcane Symbols
 * Demon Avenger: 1,750 Final HP per 10 Arcane Force from Arcane Symbols

Transferring Arcane Symbols
From the Union Coin Shop, for 300 Union Coins, you can buy an Arcane Catalyst, up to 3 per character weekly (not available in Reboot Worlds). Use it to destabilise an Arcane Symbol Level 2 or higher to turn it into an Unstable Arcane Symbol. It will have the following characteristics: Place in storage to transfer it to another character. That character must meet the following requirements to stabilise it to use that Arcane Symbol. Once stabilised, symbol becomes untradeable. Final Stat boost will be adjusted to match the job. You will then have to pay mesos to bring the Arcane Symbol back to higher levels if applicable.
 * Symbol Level drops back to Level 1
 * Total Symbol EXP reduces to 80% of original, rounded up.
 * Tradable within the account
 * Completed the corresponding town's story quests (Unlocked Daily Quests for that town)
 * The same symbol must not exist in the same character (whether or not equipped), so the character must throw away existing duplicate symbols to stabilise it (Dream Coins and Spirit Coins are allowed however).

V Matrix
V Matrix operates heavily on Core Gemstones, or Nodestones, which are dropped by monsters in Arcane River (about 1 in 2,500+ monsters at 1x drop rate). They will give a random core/node of your job (except Arachnid Reflection) when you open them (about 80% chance to get a Skill Enhance core/node, about 15% chance to get a new Skill core/node, about 5% chance to get a Special core/node)

Arachnid Reflection core can be obtained from Will in Hard mode only.

Cores/Nodes will enhance your 5th Job Abilities if it is equipped in your V Matrix. They can also be enhanced by feeding duplicates to level up to increase the abilities. Special cores cannot be enhanced.

Core Types
There are 4 types of cores.
 * Skill: Gives a new skill
 * Enhance: Enhance 3 existing skills except 5th Job Skills. (Base skill + 2 random skills)
 * Special: Gives effects when conditions are met. Expires in 7 days.
 * Condensed Experience: Provides 150 core EXP to a core of your choice, right click on the core of your choice to enhance it like normal. Cannot be equipped, cannot be destroyed and only obtainable from certain events.

Enhancing Cores
You can level up cores by feeding duplicates by talking to the V Core Master NPC in Arcane River. Right click the core you want to enhance and then click on the cores to feed them to the core you chose to enhance. For enhance type cores, duplicate is defined by 2 cores with same base skill. You cannot wear duplicate cores.

You can enhance up till Core Level 25.

Skill Core EXP

 * Core EXP Required to level up core: $$50+5 \times CoreLevel$$
 * Core EXP provided to another core if used for enhancement of another core (Core Level of core used is 1): 50
 * Core EXP provided to another core if used for enhancement of another core (Core Level of core used is 2 or higher): 50 + (Sum of Core EXP needed to reach that level and EXP)
 * Core EXP provided by "Condensed Experience" core: 150

Enhance Core EXP

 * Core EXP required to level up core: $$40+15 \times CoreLevel$$
 * Core EXP provided to another core if used for enhancement of another core (Core Level of core used is 1): 50
 * Core EXP provided to another core if used for enhancement of another core (Core Level of core used is 2 or higher): 50 + (Sum of Core EXP needed to reach that level and EXP)
 * Core EXP provided by "Condensed Experience" core: 150

Skill Levels
Your 5th Job Skill Levels will be the sum of core levels. For enhance core, a specific skill's enhance skill will be the sum of core levels of all cores enhancing that skill only.

Max skill levels (derived from cores) are as follows
 * 5th job skills: 25 (can be enhanced to 30 with Matrix Points)
 * Enhance skills: 50 (can be enhanced to 60 with Matrix Points)
 * Special skills: 1

Disassemble Cores
Cores can be disassembled to give core pieces by talking to V Core Master NPC in Arcane River. Right click the cores that you want to disassemble. Core pieces can be used to create core gemstones or a core of your choice (for enhance cores, only base skill can be chosen).


 * Disassemble rates (Core Level 1)
 * Skill: 40
 * Enhance: 10
 * Special: 50 (regardless of expiry as long as it has not already expired)


 * Disassemble rates (Core Level 2 or higher)
 * Skill: $$2 \times CoreLevel^2 + 38 \times CoreLevel $$
 * Enhance: $$(3 \times CoreLevel^2 + 13 \times CoreLevel + 4)/2 $$


 * Crafting Rates
 * Core Gemstone: 35
 * Enhance: 70
 * Skill: 140
 * Special: 250 (7 days expiry applies after crafting)

Core Slots
Based on your level, you get core slots in your V matrix. In general, you get 4 slots at Level 200 and every 5 levels you get 1 more slot.

You can also choose to pay mesos additionally to unlock up to 2 core slots in advance. The price decreases as your level gets nearer to the actual level needed to unlock the slot.

The base prices are as follows:

Based on how low your level is compared to the needed level, the price will multiply, rounded off to the nearest 10 thousands. 🇨🇴 🇨🇴 🇨🇴
 * 1st early-unlocked slot
 * 2nd early-unlocked slot
 * For the 2nd early-unlocked slot, 1st early-unlocked slot must be unlocked first.
 * 2nd early-unlocked slot does not apply to characters Level 270 to 275.
 * 1st early-unlocked slot does not apply to characters Level 275.

Matrix Points
You get 1 Matrix Point per level above 200. Matrix Points can be used to enhance a particular core slot (up to 5) to artificially increase the core's level. The skill level limit being applied as such: