TaroMU is a Season 21 server built to be played the long way — strong enough that progress feels earned, generous enough that you are never stuck. Everything below is read straight from the live server configuration, so what you see here is what the game actually does.
Sixteen classes, each with several evolutions as you progress — but they do not all open at once. Five are yours from the very first character you create; the rest are part of the Epoch System and open up once you have your first reset behind you. Nothing here is sold: every class is unlocked by playing.
Dark Wizard
Dark Knight
Elf
Summoner
Rune Wizard
Magic Gladiator
Dark Lord
Rage Fighter
Grow Lancer
Slayer
Gun Crusher
Light Wizard
Lemuria Mage
Illusion Knight
Alchemist
CrusaderThe requirements above are read live from the epoch the server is currently in, so this list is always the one that applies right now. Full stat tables, skill trees and gear for each class are in the Characters guide.
Experience is not a flat number — it scales with where you are in the game, so early levels move quickly and the end game stays meaningful. (Bonus for Maps UP to 1000% - 500x) [See Maps Guide for more info]
| Normal EXP | Master EXPiUnlocked after completing the 3rd quest. Only certain monsters give Master EXP — usually those on 400+ maps. | Majestic EXPiUnlocked after completing the 4th quest. Only certain monsters give Majestic EXP — usually those on 800+ maps. |
|---|---|---|
| 50× | 50× | 50× |
Premium multiplies the rates above. It is optional, and nothing on this server is locked behind it.
| Premium Member | Normal | Master | Majestic |
|---|---|---|---|
| Premium | +10× (+20%) | +12.5× (+25%) | +25× (+50%) |
| Premium Plus | +17.5× (+35%) | +25× (+50%) | +50× (+100%) |
These bonuses add onto the server rate — e.g. a Normal rate plus a Premium Member bonus of +10 makes your effective rate higher on every kill.
On top of everything above, the server runs boosted windows every day. During one, experience and drop rate go up for everyone online — no ticket, no purchase, just be logged in.
Reaching Level 400 lets you reset: your level returns to 1, your master level resets, and you keep your stat points. You can reset up to 5 times per day, in game or from the website, and every reset pays out rewards that grow the further you go.
Your equipment stays with you — resets never strip your gear.
Four currencies, each earned a different way and spent on different things.
Full breakdown of every currency, including exactly where each one is spent, is in the Coins System guide.
This is the part most servers never explain. Every monster you kill rolls once, and that single roll decides everything — there is no separate check per item. Most kills give you nothing at all; a good chunk give Zen; the rest drop something:
Those three add up to every kill you make. When it is an item, this is which table it came out of:
| Item source | Share of items | Of all kills |
|---|---|---|
| Regular Item DropThe monster’s own table for the map it lives on — gear, weapons, wings | 86.5% | 14.7% |
| Event BoxesSilver Medal, Box of Heaven, Scroll of Archangel and the rest of the event boxes | 8.8% | 1.5% |
| Ancient SetA random ancient piece — only on the maps that host that set | 2.9% | 0.5% |
| Jewels and MaterialsThe server-wide table every monster shares — jewels, crafting materials, rare bits | 1.8% | 0.3% |
Want to know where one specific item comes from? The Item Drop search tells you the monster, map, box or shop — with the real chance, not the raw weight.
Events are where the best rewards are, and most of them repeat several times a day.
The list above is only what is live or about to start. The complete list of every event on the server — with live countdowns for each one — is on the Events page, and the how-to for each is in the Events guide.
Three events are fought over rather than farmed, and what you win in them stays yours until somebody takes it back.
Castle Siege puts a single castle up for grabs and the guild that takes it holds it until the next siege. Arca War does the same with the obelisks. Crywolf is different — the whole server defends the fortress against Balgass, and losing it costs everyone experience until it is taken back. Each has its own page with the current holder and a live countdown.
Most servers ask you to grind the same maps until the numbers get big enough. The Epoch System asks something else: it splits the world into eras, and asks you to live through them.
You begin in the earliest epoch, where the monsters are small and the loot is honest. When you have taken what that age has to give, the world moves on — new lands open, older ones fade in relevance, and the things that were rare yesterday become the raw material of tomorrow. Each epoch has its own monsters, its own drops and its own reasons to stay a while.
The point is that the server has a shape. You are not farming an endless flat plain; you are working your way forward through a history, and you can always see where you are in it and what comes next.
A lot of the server lives on this website. None of it is a shop front — these are systems you actually use while you play.