Illusion Temple
Five against five fighting over the temple's 10 statues, with four exclusive skills and experience for both sides — whoever holds all 10 wins on the spot.
The Illusion Temple is the best organized PvP on the server: two teams of up to five players fight over the temple's 10 statues. A neutral statue is captured by standing next to it; a rival one only with the relic from the Cursed Statue in the center. The team that holds all 10 statues ends the match on the spot; if no one gets there, the team with the most points at the end of the 15 minutes wins.
Since 10/09/2026 the Temple follows MU's Season 8 renewal: the altar no longer takes the relic.
It is also one of the most generous events: both sides earn experience — in Temple 6, from half a million to 2.4 million — and the winner takes Cash and a jewel.
When it happens#
Six times a day, every four hours: 01:30, 05:30, 09:30, 13:30, 17:30 and 21:30.
Registration opens 5 minutes before and that is the only window — if no one registers, the round is cancelled.
| Phase | Duration |
|---|---|
| Registration | 5 minutes |
| Preparation | 1 minute |
| Battle | 15 minutes |
| Closing | 4 minutes |
How to enter#
Use /it entrar or the button on the 🏛 Temple of Illusion page, in the MENU.
Requirements:
- Not being in a party. The event builds the teams itself.
- Not having a personal shop or trade open.
- Not being a Murderer or an Outlaw. Those on "Warning" can still enter. See PK and hero system.
- Minimum level 220.
No item or zen required. The ticket exists in the code but is disabled, because nothing on the server drops it.
10 players per floor fit, five on each side. At least 2 registered players are needed on the floor; a match that starts with an empty team has no winner.
The floors#
| Floor | Level |
|---|---|
| Temple 1 | 220 to 270 |
| Temple 2 | 271 to 320 |
| Temple 3 | 321 to 350 |
| Temple 4 | 351 to 380 |
| Temple 5 | 381 or higher |
| Temple 6 | anyone with the third class |
Temple 6 takes priority over level: if you have done the third class, that is where you go — and it is the floor that pays the most.
How to play#
The teams are Allies and Illusion, drawn alternately to stay balanced.
Inside the Temple, player-versus-player damage is halved, as in the original MU. Against monsters, damage is normal.
In the center of the map stands the Cursed Statue (169,85), which guards the relic. Along the corridors are the 10 Stone Statues, at the same positions on all six floors.
The statues#
Capture — get within 3 tiles of a statue and click it, or use the Capture button, which takes the closest one. Stay 15 seconds next to it: if you move away, die or get held by Order of Restraint, the capture drops. The scoreboard shows the seconds left.
- Neutral statue: anyone can capture it.
- Rival statue: only whoever has the relic. Once the statue is taken, the relic returns to the Cursed Statue.
- A captured statue changes its look and stays with your team until someone takes it.
Each statue is worth +10 points for the team and +5 personal points for whoever captured it. When the rival takes one of your statues, your team loses its 10 points.
The relic#
Pick up — get within 3 tiles of the Cursed Statue and click it, or use the button. Everyone is warned that you have the relic, and your nameplate marks that for both teams.
It doesn't score by itself: it is the key to taking the rival's statues. The team altars are still on the map, but no longer take anything.
Losing it — if you die, the relic drops on the ground where you were. It stays 15 seconds available to anyone and then returns to the Cursed Statue.
Team scoring#
| Action | Points |
|---|---|
| Capture a statue | +10 (the team that lost it drops 10) |
| Bring down an enemy | +1 |
A statue is worth ten kills. The event is won by holding statues, not killing — but killing whoever is capturing, or the relic carrier, is the best way to stop the other side.
Personal points#
Personal points are the currency of the event skills, capped at 90:
| Action | Points |
|---|---|
| Kill a player | +5 |
| Capture a statue | +5 |
| Kill an Illusion Sorcerer Spirit | +2 |
The map has 32 Illusion Sorcerer Spirits, which exist exactly for that: if you need points for a skill, hunt a few.
The four event skills#
They don't go in the skill bar — they are buttons on the event panel, paid for with personal points.
| Skill | Cost | What it does |
|---|---|---|
| Order of Protection | 5 | you take no damage at all for 15 seconds |
| Order of Restraint | 5 | holds an enemy in place for 15 seconds — they can't walk or cast |
| Order of Weaken | 5 | burns half of an enemy's shield (SD) |
| Order of Tracking | 10 | teleports you next to whoever has the relic |
Points are only spent if the effect lands.
These four skills are the tactical heart of the event:
- Protection is what allows a carrier to cross the entire enemy team. Fifteen seconds without taking damage are exactly the time of one capture.
- Restraint is the answer: a held player can't capture — the capture in progress drops at once.
- Tracking is how the team recovers a relic that got away — you appear next to the carrier, wherever they are.
- Weaken is the opener: without a shield, a high-level character dies much faster.
Dying clears Protection and Restraint. And anyone held by Restraint can't use any skill, not even the event ones.
Dying doesn't eliminate#
Unlike almost every event on the server, dying in the Illusion Temple doesn't take you out of the match. You drop the relic, lose the effects and respawn at your team's base the following second.
That changes everything: you can play aggressively. The only cost of dying is the time to get back and the point the enemy earned.
Leaving the map or logging out, on the other hand, takes you out of the match.
Victory#
The match ends immediately when a team holds all 10 statues. If no one gets there, whoever has more points at the end of the 15 minutes wins. The tiebreakers, in order:
- A team left with no one loses.
- Higher score.
- Higher number of kills.
- Lower sum of levels — the tiebreaker favors the weaker team.
- If none of that settles it: a draw.
If a team becomes empty in the middle, the event ends right away.
The rewards#
Experience#
Everyone earns, including the losers.
| Floor | Base | Per statue |
|---|---|---|
| Temple 1 | 300,000 | 50,000 |
| Temple 2 | 340,000 | 60,000 |
| Temple 3 | 380,000 | 70,000 |
| Temple 4 | 420,000 | 80,000 |
| Temple 5 | 460,000 | 90,000 |
| Temple 6 | 500,000 | 100,000 |
The experience counts the statues each team holds at the end (up to 7), not the score with kills:
- The winner receives
(base + statue difference × value per statue) × 2. - The loser receives
base + their own team's statues × value per statue.
An example in Temple 6: a win by 5 statues to 2 gives 1.6 million to the winner and 700,000 to the loser. The maximum is a 7 to 0 win: 2.4 million. Even losing badly, 500,000 is the floor.
Whoever wins on kills, without having more statues than the opponent, gets double the base, with no difference bonus.
Prizes for the winning team#
Each winner receives:
- 10 Cash — straight to the account, in matches with at least 3 players on each team;
- 1,000 zen;
- a guaranteed Rare jewel and a 20% chance of an Epic, in the Gremory Case — only on each account's first win of the day. See Bosses, invasions and events.
And there is the rare prize: a 0.05% chance of a Horn of Fenrir instead of the jewels, on that same win of the day. It is the most accessible source of this mount — see pets and mounts.
The winner's prize has two locks against fixed results:
- the winning team must end with at least one statue — a 0 to 0 win, decided on kills or level, only gives experience;
- anyone whose account or IP started on the opposing team only gets the experience.
Strategy#
- Start with the neutral ones. At first they are all free: spread the team out to capture several at once.
- Protect whoever is capturing. It is 15 seconds standing still — the capturer shouldn't fight.
- The relic turns the game. With it, one player takes back one statue at a time; escort the carrier to the rival's statues.
- Save 5 points for Protection: fifteen seconds without damage guarantee a capture.
- Restraint on whoever is capturing, always. Held, they lose the capture.
- Keep one player with 10 points in reserve for Tracking, to reach the relic carrier wherever they are.
- Hunt the Sorcerer Spirits in the first minutes if your team is out of points.
- Don't be afraid to die. You are back in seconds, and the enemy only gets 1 point.
- If you are losing by a lot, hold what you can: every statue your team has at the end increases the consolation experience — kills don't count toward it.
Guild league#
Once a month, guilds play the Temple against each other in the Illusion Temple League: eliminations, semifinal and final, with a prize for the champion.