
⚔️ Co-founder of @RaiderMSU 🏹 Archer | Errai | @MaplestoryU 🛠️ Builder & Tech Enthusiast
Joined August 2018
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Image leaks! Boss drops breakdown:
⚪ White Jade: Lotus (Extreme)
🔴 Red Jade: Verus Hilla (Normal)
⚫ Black Jade: Gloom (Chaos), VHilla (Hard), Darknell (Hard)
COO said Mar 21: "Black Mage in 2026."
Excited! Will we see BM by year-end? Any hints? 👀
@MaplestoryU @nexpacetime
CryptoKevin | MSU🍄 retweeted
Maplers know what comes before clicking!
Share your ritual and Tuner will judge every one.👇
Too sweet to keep to myself! 🍬
Spooky season is here in MapleStory N! Log in over the weekend for extra treats! 🎃
Wanna join me for some spooky MapleStory N fun? 👻
IGN: Sprecher
World: Errai
@MaplestoryU #MapleWeeN #MapleStoryN
CryptoKevin | MSU🍄 retweeted
Anyone else finds that the Boss carry + Tax system is getting out of hand? It’s not healthy for the ecosystem.
Rewards for smaller party clears need to be bigger to pull away high CP carries from carrying and give others a reason to strengthen up.
@MaplestoryU @nexpacetime
Ever since Dimensional Battleground launched on 9/17, we noticed some abnormalities during the first week, but there wasn’t enough data to confirm them.
Today, we received confirmation on two major issues:
1. Buffs for certain classes abruptly disappear or fail to apply. So far, Ark's buffs have been confirmed to glitch intermittently.
2. In Chaos Guardian Slime, the boss normally does NOT recover HP before entering the test mechanic. However, inside Dimensional Battleground, it actually recovers HP. Please refer to the two attached videos and take a close look at 27:20 in both clips:
* Video 1: Entering the boss directly on our home server.
* Video 2: Entering the boss via Dimensional Battleground.
Additionally, there’s an issue regarding Snowing Fish Pastry.
According to the 9/17 Patch Notes:
Certain features and items are restricted within Dimensional Battleground.
* All equipment and skills can be used, but the use of certain items are restricted. Items allowed for use are as follows:
* ...
* Atmospheric Effects
※ Restricted items will temporarily become invisible in the Inventory, but they will be displayed normally once you leave Dimensional Battleground.
Based on my understanding of "Atmospheric Effects," anything applied map-wide should qualify as an Atmospheric Effect. Furthermore, Snowing Fish Pastry is not hidden in the inventory inside the instance, so it should be usable. Is this a bug?
@MaplestoryU @nexpacetime
#MSU #MSN #MapleStoryN
I’ve had some incredible luck with ring boxes lately! 🍀💍
For two weeks in a row, I managed to pull a ring from the box. The first week, I got a Continuous Ring, and this week, I pulled a Ring of Restraint! I honestly couldn’t have asked for a better result. 😂
If you’re interested in purchasing rings, you can also check out my link to see if there are any rings that might be a good fit for your character, build, or budget!
msu.link/cmn/9s
The ring upgrade system is coming on 9/17 👀
At the moment, the official Beginner’s Guide only lists the Lv. 1 effects for these rings. Based on the Lv. 1 values, these appear to match the latest KMS version.
I also cross-referenced the information with this NamuWiki reference for Special Skill Rings:
namu.wiki/w/%ED%8A%B9%EC%88%…
I’ve put together both the text and an infographic so everyone can easily compare the effects and numbers. 📊💍
Among these rings, Ring of Restraint is clearly the strongest in terms of raw burst potential. Its ATT/MATT boost becomes extremely powerful at higher levels, making it the standout choice for maximizing damage during burst windows. 👑
However, Ring of Restraint is also extremely expensive, so it isn’t necessarily the most practical option for everyone.
If you’re looking for better value, Weapon Jump Ring, Risk Taker Ring, and Critical Damage Ring are all worth considering. They can provide very strong damage increases while being considerably more cost-effective than Ring of Restraint, depending on your character and playstyle.
With the upgrade system arriving on 9/17, it will be interesting to see how the ring market changes and which rings become the most popular choices.
#MSNRingExpedition
@MaplestoryU
🤝 Paid partnership
CryptoKevin | MSU🍄 retweeted
After lots of bossing over the past year and joining a myriad of parties. Sometimes, I feel it may be a little hard to determine during an entire boss fight how much DPM output was delivered by a single character/class. Most of the time we just run 3 min dummy in Mulung or 40 sec burst phase damage test to determine how much damage is being dealt, but this is only a reference point to the damage that can possibly be dealt. It doesn't factor that the boss may move, mechanics to avoid etc.
Would it be possible for MSU to implement a damage meter or box at the party slot of easy reference? I know in Maple Story Mobile they have this feature. If this feature could be implemented in MSU as well. It would really help delve further into optimization of making parties and teams moving forwards.
It's mostly just a simple QOL change, hopefully it can be implemented.
@MaplestoryU @nexpacetime #NXPC
In other servers, most players mostly focus on soloing bosses, but in MSN, soloing high-end bosses is extremely difficult. Therefore, players usually team up with friends to take down bosses together, making party buffs extremely crucial.
When choosing a class, aside from personal preference for a specific character or skill effects, DPM (Damage Per Minute) is usually an important reference metric. People typically look at KMS DPM charts to choose their class. This practice normally shouldn't cause issues, but MSN bundles skill patches from different versions together. This causes classes that shouldn't have terrible DPM to perform abysmally in MSN, such as Arch Mage (Fire/Poison).
While there are naturally fluctuations in class strength across different versions, the worst thing MSN can do is integrate future progression into the current state—such as incorporating 6th job skill balances into the 5th job era. This completely shatters class balance. I sincerely hope the development team realizes the severity of this issue.
@MaplestoryU @nexpacetime
#MSU #MSN #MapleStoryN
Just my personal take on the current meta tier list. Put this together from various sources, so I might be wrong on some things. 👀
@MaplestoryU
The community has shared various takes on Chaos Slime lately, but my main focus is on the reward claim restriction.
Disclaimer: These are strictly my personal views and do not represent the broader community.
This Chaos difficulty is vastly different from KMS and other servers—a unique MSN version with no previous guides or clears to reference. It is genuinely challenging, and I fully support that direction.
Some players think it is too easy, while others find it just right. I respect all perspectives. However, tuning boss difficulty should never simply mean endlessly inflating HP pools. With many more bosses lined up for release, infinite HP scaling will lead to disastrous progression bottlenecks down the road.
Difficulty aside, the most widespread complaint is the binary choice in the "Ascendant Tier Raffle" between Hard Will and Chaos Slime. Forcing players who can clear Chaos Slime to pick one over the other is an absurd design choice.
Normally, high-CP players wouldn't deliberately carry low-CP players through Hard Will (at most, they might take mid-tier players). Doing so dilutes individual raffle odds and makes the run more demanding. While short-term personal yields might seem okay, as more players adopt this carry model, overall returns across the board will decline.
Without this restriction, established static parties would simply continue as normal. Five weeks into Hard Will, clear numbers have stabilized. Taking the Errai server as an example: on August 13, there were 143 raffle participants, 175 tokens, and a 15.4% win rate.
Under the either/or restriction, many Chaos Slime runners have started forming "2 high-CP carries + 4 low-CP passengers" setups. On Errai, I estimate roughly 7–8 six-man parties clearing Chaos Slime.
Using 7 parties (42 players) as a baseline:
• That is 42 top players bowing out of the Hard Will raffle.
• These players previously accounted for around 14 parties (~84 tokens).
• If 4 parties (24 players) pivot to carrying low-CP players (2 carries + 4 leeches), that creates 12 carry parties. This only accounts for a 2:4 ratio; we could easily see 1:5 setups emerge, introducing massive party-finder friction and toxic carry dynamics.
We also risk a scenario where Hard Will EV falls below Normal Will (excluding jackpot drops). Is an ecosystem healthy when players who meet the Hard threshold are pushed toward Normal just to avoid raffle dilution? I strongly believe it isn't.
Some might argue that sacrificing baseline EV to gamble on high-tier drops is a valid personal choice. I understand that view—it's simply players making the most rational play under flawed rules.
Key Takeaways:
• The binary raffle restriction ultimately benefits low-CP players getting carried into Hard Will.
• Mid-tier players who can only clear Hard Will and cannot touch Chaos Slime become the biggest losers due to artificial participant dilution.
This was my day-one projection on August 20, though the dynamic may shift next week since the devs plan to buff boss HP.
The current progression pacing is bizarre. Historically in KMS, V4 was never released alongside Will. Scaling boss HP alongside player progression is reasonable, but endlessly inflating boss HP creates an unhealthy ecosystem—a sentiment shared across low-CP, high-CP, and whale players alike.
I genuinely hope the dev team thoroughly tests party buffs before shipping content. For a legacy IP, this feels like an amateur oversight. Nerfing bosses because they were overtuned is common, but mid-cycle buffs because a boss was undertuned? Has this ever happened in any other version? Truly baffling.
@MaplestoryU @nexpacetime
#MapleStoryN #MSU
Today I heard that a whale’s account was unbanned. The original restriction was reportedly permanent, and the backlash within the community has been massive since this news broke.
I am genuinely curious about the exact reason behind this "permanent" ban. Based on videos uploaded by others, it appeared to be scripting/macro usage. If that is indeed the case, triggering a permanent ban would usually imply a 4th offense.
However, that is strictly speculation—only the official team knows the real reason, given how many restriction clauses exist. I've also heard of a few other cases where accounts were banned and later unbanned, though I don't know their specific details. I do, however, have my own experience of being banned and unbanned. Here is a quick breakdown of what happened to me:
1️⃣ Historically, MapleStory did not allow running 2 clients simultaneously (violating Terms of Service).
2️⃣ A specific patch introduced a bug that accidentally allowed multiple clients to launch.
3️⃣ While my 1st client was still running, I unintentionally launched a 2nd one, which immediately triggered the NGS security detection.
4️⃣ 1st appeal: Received a generic canned response.
5️⃣ 2nd appeal (demanding a reinvestigation): Got another canned response.
6️⃣ The account was unbanned the next day without official acknowledgment of error, though a subsequent patch fixed the multi-client bug.
Reflecting on my experience, which specific clause did this whale actually trigger, and why were they able to get unbanned? Will official staff issue an explanation? The entire community is watching. 👁️
If the player involved is willing to share their appeal process with official support, it might help everyone get the full picture. I’ve also attached screenshots of my previous ban/unban support ticket history below.
Below is attached Operation Policy Service Restriction Summary:
🛡️ MapleStory Universe: Service Restriction Summary
The MSU Community enforces strict policies to ensure a fair environment. Below are the key clauses triggering Service Restrictions (SR):
1️⃣ Disruptive Behavior [Clause 3-3-1] 🚫
• Interference with Operations (General): Disrupting events or false reporting.
Penalty: 15d / 60d / 90d / 180d SR
• Interference with Operations (Severe): Impersonating staff or market manipulation.
Penalty: 90d / 180d / Permanent SR
• Violation of Naming Policy: Sexually explicit, offensive, or staff-impersonating names.
Penalty: Warning (Rename) / 7d / 15d / 30d SR
• Interfering with Other Users: Stalking, blocking movement, or intentional idling (AFK).
Penalty: 7d / 15d / 30d / 60d SR
• Unauthorized Promotions/Ads: Commercial ads or links to unrelated platforms.
Penalty: 7d / 15d / 30d / 90d SR
2️⃣ Abnormal Use of Service [Clause 3-3-2] 🤖
• Unauthorized Programs: Developing/distributing bots, hacks, or automated hardware.
Penalty: Permanent SR
• Bug Exploitation (Recoverable Assets): Using errors for gain where assets can be recovered.
Penalty: 15d / 60d / 90d / 180d SR
• Bug Exploitation (Non-Recoverable): Using errors where gains cannot be recovered.
Penalty: 30d / 90d / 365d / Permanent SR
• Bug Distribution: Spreading info about errors or repeated exploitation.
Penalty: 90d to Permanent SR
• Abnormal Activity Detection: Bypassing security or non-human play patterns.
Penalty: 15d / 30d / 90d / Permanent SR
• Account Farming / Organized Abuse: Large-scale commercial abuse.
Penalty: Permanent SR (May report to law enforcement)
3️⃣ Privacy & Payments 💳
• Unauthorized Info Requests [3-3-4]: Attempting to obtain others' personal data.
Penalty: 30d / 70d / Permanent SR
• Personal Info Leakage [3-3-4]: Distributing someone else's personal info.
Penalty: Permanent SR
• Payment & Chargeback Abuse [3-3-5]: Stolen cards or friendly fraud.
Penalty: Account freeze until recovery / Permanent SR
4️⃣ KYC Verification Transfer [Section 6] 🆔
• Circumventing Limits: Attempting to bypass the one-time transfer limit.
Penalty: Permanent SR
• False Information: Providing untruthful data or wallet lending.
Penalty: Permanent SR
⚠️ Note: The Service Provider is not obligated to issue a warning before taking action. If you wish to contest a restriction, you must contact the Support Center within 15 days.
@MaplestoryU
#MapleStoryN #MSU
I really appreciate that the official team is willing to directly address the community's feedback—this is definitely a step in the right direction! 👍
To be honest, Developer's Notes are rarely released, so having two of them in July alone shows that the team is indeed paying attention to what the community is saying.
I'd like to share a few of my personal views and thoughts on the major controversial events recently:
📌 May 14: Dynamic Pricing Cap Adjustment
The team officially applied the 30% Dynamic Pricing cap to all items. In fact, back on Jan 29 when Lucid was released alongside the Arcane set, the team had already quietly capped the price increase for Lv. 150/160 Cubes at 30% without any announcement.
Dynamic Pricing is one of the core features of MapleStory N, and it’s the key mechanism that preserves the value of enhanced equipment. It's understandable to adjust the cap as the game progresses, but it should be done in stages (e.g., gradually decreasing from 100% to 80%, then 60%, etc.). Dropping straight from 100% to 30% was way too drastic, which naturally caused a lot of dissatisfaction among early players.
📌 June 10: Cubes Added to Maplers Shop
As mentioned, Dynamic Pricing is a crucial core mechanism. Adding Cubes to the Maplers Shop once again impacted Dynamic Pricing, further amplifying the discontent that had been brewing since May 14.
📌 July 1: Dynamic Pricing Cap Raised from 30% to 50%
Maybe the team noticed an anomaly, or maybe the backlash was just too strong—I'm not sure of the exact reason. But this adjustment did help calm down some of the frustration... well, maybe a little.
📌 July 1: Developer's Note Released
Key takeaways from the note:
1️⃣ Boss Reward Experience:
Planned for the 3rd summer update on July 23, featuring a comprehensive rebalancing of boss and reward structures after thorough testing. It focuses on the new boss 'Will' and Ascendant rewards for existing high-tier bosses to restore the genuine fun of growing stronger and earning meaningful rewards.
2️⃣ Character Level-up Difficulty:
Addressing this by introducing new EXP benefits and adjusting required EXP. They will also flexibly adjust entry requirements for future bosses (including 'Will') by monitoring player progression pace.
Everyone was eagerly looking forward to July 23...
📌 July 23: Official Release of Will & Waves of Complaints
1️⃣ Boss Difficulty Issues (categorized by Combat Power & Level into 3 tiers):
• Top-tier Players: They have more than enough combat power and levels, but top players care heavily about a "sense of reward." When the gap between what top-tier and mid-tier players can challenge isn't clear, and they don't get a fulfilling sense of reward from beating the boss, disappointment is inevitable.
• Mid-tier Players: Probably the happiest group. By forming a 6-player party, they can share the exact same NESO rewards as top-tier players, making their returns nearly as good as those at the top.
• Low-tier Players (No disrespect intended): Most have experienced Hard Lucid and know the HP seemed adjusted with significantly higher difficulty. The adjustment for Will seems even bigger this time, making Hard Will extremely hard to challenge. Some complain about the overtuned HP, while others focus on upgrading their gear to take on Normal or Hard.
2️⃣ Server Reward Imbalance Issue:I've discussed this issue before. You can check my previous post and the attached charts showing clear counts and earnings across worlds: teapawt.net/CryptoKevinMSU/status/…
I have compiled some data to illustrate the situation. Chart descriptions are as follows:
• Chart 1: Weekly Income comparison across the 3 worlds (calculated by Expected Value).
• Chart 2: Trend of Hard Will clear numbers in each world.
• Chart 3: Trend of final winning probabilities for Hard Will across the 3 worlds.
📊 Weekly Income Calculation Standard:
• Hard Will: 6-player party clear (1 raffle entry)
• Hard Lucid: 3-player party clear (2 raffle entries)
• Damien, Lotus, and Slime: Solo clears (6 raffle entries)
📌 July 29: Developer's Note Responds to Community Concerns
All the issues mentioned above were addressed in this update, along with an outline for future plans:
• New boss difficulty arriving on August 20.
• Guild and Style systems revamp coming in the second half of the year, along with the addition of Boss Souls and Androids.
• Inter-World Reward System expected as early as October or November (clearly leaving some flexibility instead of committing to a hard deadline).
💡 Summary
Whether player complaints or suggestions are purely about earnings or driven by a desire to see the game improve, as long as they are reasonable, I believe the team should take them into consideration.
Lastly, I’d like to leave two quick suggestions for the official team:
• Is it possible to speed up the development of the Inter-World Reward System? Errai earned 100M less than other worlds in the first week of Will... 😭
• Could you guys maybe not wait until everyone is furious before dropping a statement? 😜
@MaplestoryU @nexpacetime
#DearMSNDiary #MapleStoryN #MSN
🤝 Paid partnership
Recently, I launched a petition for "Cross-World Integrated Weekly Boss Rewards." As of today, 68 players have filled out the form! The petition will remain open for submissions:
🔗 forms.gle/4Yxf9cz6XjXJEufc6
I have compiled some data to illustrate the situation. Chart descriptions are as follows:
• Chart 1: Weekly Income comparison across the 3 worlds (calculated by Expected Value).
• Chart 2: Trend of Hard Lucid clear numbers in each world.
• Chart 3: Trend of final winning probabilities for Hard Lucid across the 3 worlds.
📊 Weekly Income Calculation Standard:
• Hard Lucid: 3-player party clear (2 raffle entries)
• Damien, Lotus, and Slime: Solo clears (6 raffle entries)
(Note: Since the API only allows querying data from the last 30 days and no historical data was saved, these are the only obtainable metrics.)
Players who have stayed in Ain or Errai know all too well that our weekly NESO earnings are consistently lower than those in Fang. It is deeply disappointing.
The lack of a cross-world shared NESO reward pool has persisted for over a year now, driving widespread player frustration. The community has brought this up countless times.
While I am unsure whether this has been prioritized in development, it has been half a year since the COO mentioned it on Jan 29th, with zero updates since.
@MaplestoryU @nexpacetime — What is the current progress on this issue? Is development being accelerated? Could you please update the player community? 🙏
@MaplestoryU
#DearMSNDiary #MapleStoryN #MSN
Recently, I launched a petition for "Cross-World Integrated Weekly Boss Rewards." As of today, 68 players have filled out the form! The petition will remain open for submissions:
🔗 forms.gle/4Yxf9cz6XjXJEufc6
I have compiled some data to illustrate the situation. Chart descriptions are as follows:
• Chart 1: Weekly Income comparison across the 3 worlds (calculated by Expected Value).
• Chart 2: Trend of Hard Lucid clear numbers in each world.
• Chart 3: Trend of final winning probabilities for Hard Lucid across the 3 worlds.
📊 Weekly Income Calculation Standard:
• Hard Lucid: 3-player party clear (2 raffle entries)
• Damien, Lotus, and Slime: Solo clears (6 raffle entries)
(Note: Since the API only allows querying data from the last 30 days and no historical data was saved, these are the only obtainable metrics.)
Players who have stayed in Ain or Errai know all too well that our weekly NESO earnings are consistently lower than those in Fang. It is deeply disappointing.
The lack of a cross-world shared NESO reward pool has persisted for over a year now, driving widespread player frustration. The community has brought this up countless times.
While I am unsure whether this has been prioritized in development, it has been half a year since the COO mentioned it on Jan 29th, with zero updates since.
@MaplestoryU @nexpacetime — What is the current progress on this issue? Is development being accelerated? Could you please update the player community? 🙏
@MaplestoryU
#DearMSNDiary #MapleStoryN #MSN
🤝 Paid partnership
Replying to @nexpacetime @MaplestoryU
At the same time, I'm in discussion with the team to develop all worlds integrated weekly reward system.
Ever since Hard Lucid dropped on 1/29, the Ascendant Tier Raffle Event was introduced alongside it.
Looking at it season by season, even though the total NESO released has gradually increased and shifted heavily toward higher-difficulty bosses, high-CP players still feel a noticeable drop in their actual NESO earnings—simply because more and more players are now capable of clearing top-tier boss content.
Will the release of Will finally turn the tide? Let’s wait and see! 👀
@MaplestoryU
#DearMSNDiary #MapleStoryN #MSN
🤝 Paid partnership
🚨 Petition: Requesting Immediate Implementation of "Cross-World Integrated Weekly Boss Rewards"!
Dear MapleStoryN Players,
As observed in the current game environment, boss clearance numbers in Ain and Errai vastly outpace those in Fang. Under the current system, this heavily disadvantages players in high-population worlds by diluting their individual weekly reward returns.
On January 29th, the COO stated:
"I'm in discussion with the team to develop all worlds integrated weekly reward system."
However, this promise remains unfulfilled.
🎯 Our Core Demands:
Fulfill the COO's Commitment: Prioritize and deploy the Cross-World Integrated Weekly Reward System to address the reward imbalance impacting high-population worlds.
Implement Cross-World Boss Matchmaking: Launch a Cross-World Boss Party System simultaneously, solving the party formation crisis for smaller servers.
📊 Goal of This Petition:We are gathering community voices from across all servers to urge the team to take action. Statistical results will be published publicly to raise awareness.
⏳ Deadline: Open until July 28th
👇 Cast your vote here:🔗 forms.gle/4Yxf9cz6XjXJEufc6
#MapleStoryN
Rough start on Hard Will, but we cleared it in no time!
Hope the devs drop new content soon—we're ready for the next bosses! 🔥
#DearMSNDiary
@MaplestoryU
🤝 Paid partnership
MapleStoryN Higher Level EXP Requirement Reduced! (LV 225-274)
With the latest update, leveling up takes 20% less time now! 🎉
Check out the EXP comparison chart below ↓
#MapleStoryN #MSN #MSU @MaplestoryU
Losing my lead and 2nd place is sniffing my bumper. The anxiety is real.🤣
@MaplestoryU #MSU #MapleStoryN
If you are a Wind Archer player struggling with DPS in Hard Lucid P3, it’s likely because "Howling Gale" is falling off the platform. Here is my strategy. Please check the video and find the full steps in the replies below! 👇
@MaplestoryU #MapleStoryN #WindArcher
1. Unequip Special Node (2 mins early).
2. Place Emerald Flower before P3.
3. Bind Lucid in center before P3.
4. Equip Special Node.
5. Double jump to the spot in video (NO up-jump/skills to avoid early Special Node trigger). Gale won't fall here.
6. Buff & burst.
Also @MaplestoryU please update WA. The current kit is outdated:
V1 has no skill cooldown.
Song of Heaven lacks moving-shot.
Other hurricane classes can move, jump & shoot:
• Bowmaster: Hurricane
• Mercedes: Ishtar's Ring
• Phantom: Mille Aiguilles
• Corsair: Rapid Fire



































