What each rate and rule above actually means
The EXP rate above is a multiplier applied to the base experience MU Online awards per kill — an x1000 rate means every monster gives 1000 times its original experience. Master EXP is the separate rate for the Master Level tree, unlocked once a character reaches the level cap and starts earning Master Skill points instead of raw Strength, Agility, Vitality or Energy. The two multipliers are independent, so a server can run fast leveling with a slower Master track, or the other way around.
Drop rate is the chance, on each monster kill, that it drops an item at all — it says nothing about which item, only how often something drops. The Zen multiplier works the same way for the gold monsters leave behind. Both numbers set the pace of the economy without changing what exists: rare items stay rare relative to common ones no matter how high the drop rate is.
Max Level is the cap a character can reach through experience alone. Reset sends a character back to level 1 in exchange for stat points and a fresh climb to the cap, and it becomes the real measure of progress once players are sitting at that cap — full mechanics are covered in the Reset Guide.
Beyond raw stats, REX MU runs a weekly Castle Siege between guilds, live Rankings across characters, guilds and PvP kills, and the Gens faction war between Duprian and Vanert. All three read from the same live server data shown on their own pages, updated as it happens rather than on a fixed schedule.
The live multipliers are in the table at the top of this page, and they are the authoritative figures — VIP tiers each get their own row. An experience rate is a multiplier on the base experience MU Online awards per kill, so a rate of x1000 means a monster worth 40 experience gives 40.000 instead. It changes how fast you level, never what you can reach: the level cap, the drop tables and the item list are exactly the ones Season 6 Episode 3 ships with.
Master Level is the progression track that opens once a character reaches the normal level cap. From that point kills stop adding Strength, Agility, Vitality and Energy and start feeding the Master Skill tree instead, which is where the late-game builds actually differentiate. It has its own multiplier because it is a different curve: a server can run very fast normal leveling and still keep the master track slow, so reaching the cap is quick while mastering a class stays a long-term goal.
The level cap and the reset rules are both listed in the table above, because both are server settings rather than properties of MU Online itself. A reset returns a character to level 1 while keeping the account progress that matters, and hands back stat points to spend again — so power accumulates across resets instead of stopping at the cap. That is why reset count, not level, is what the character ranking is sorted by: two level-400 characters can be a hundred resets apart.
No item, stat, jewel or point of combat power is for sale. The shop sells VIP membership and cosmetics, and VIP raises experience and drop rates — so it buys TIME, not power. Everything a paying account can obtain, a free account can farm, and nothing in the shop changes the outcome of a fight between two equally geared characters. It is the distinction worth checking on any private server before installing it: whether money buys progress speed or buys the item itself.
Castle Siege runs weekly and is the guild war that decides who holds the castle and its tax income. Gens is the permanent faction war between Duprian and Vanert, which every character joins and which scores continuously rather than in a scheduled window. Alongside those, the standard Season 6 event schedule runs on one timetable for the whole server: Blood Castle, Devil Square, Chaos Castle, Illusion Temple and boss invasions. Every one of them is open to players on the mobile client as well as on PC, on the same schedule.