Arcadia — Classic Metin2

Classic 2014-style Metin2 — authentic gameplay, fair balance, zero pay-to-win. Max. Level 99 — no Lv. 105 Content. Modern quality-of-life features keep the grind smooth, and our international community makes you feel at home.

2014 StyleNo Pay-to-WinModern QoLInt. CommunityMax. Level 99

Farm Block System

How does it work?
Each connection (IP) gets 2 farm slots. Log in and a slot is automatically reserved — initially Inactive. Hit a mob and your slot turns Active. After 10 minutes without a hit it reverts to Inactive. If both slots are taken, a third character is Blocked and receives warning messages instead of loot. Right-click any occupied slot to release it.
Farm-Slots
Galadr.Active
SarumanInactive
Active
Inactive
Blocked
Empty
Per IP: max. 2 slots
Active for 10 min after last hit
Slot freed → waiting character joins automatically
Right-click → release slot
⚠️ Monitored & LoggedAbuse — such as multi-device farming to gain extra loot — is logged and can result in a temporary ban.

Party Drop Scaling

How does it work?
When a Metin Stone or Boss is killed, every qualified player gets their own independent drop roll — as if they killed it solo. Drop strength uses the Fair-Share formula: deal your equal share of damage → 100% drop power. Minimum is always 50% for any qualifying player.
⚔ Boss / Metin
70% Player A
Player A
100 % drop power
30% Player B
Player B
60 % drop power
Scenario
Player A
Player B
Result
Solo Kill
100 %
Full drops
2 Players: 70 / 30 %
100 % drop power
60 % drop power
Independent roll each
4 Players: 25 % each
100 % drop power
100 % drop power
All 4 × 100 %
Minimum 10 % damage required to qualify.
Maximum 5 groups per kill — 1 group per unique device (HWID).
Players on the same device or IP share one drop roll. Every other device gets its own roll. Drop power = damage share × group count (floor 50%, cap 100%) — equal group → everyone 100%.
⚠️ Monitored & LoggedThis system is actively monitored. Manipulating loot via multiple devices or accounts is considered abuse and can result in a temporary ban.

Attack Bonus System

How does it work?
Attack bonuses stack in layers: a race bonus (exclusive — each mob has exactly one race), the universal monster bonus (always active vs. all NPCs), and an additional type bonus for bosses and Metin stones. Every layer multiplies on top of the previous result.
Select target:
Race Types
Animal
Undead
Devil
Human
Orc
Esoteric
Insect
Fire
Ice
Desert
Tree
Example: +10% per active bonus
Base1000
Race Bonus
exclusive — one race per mob
+10%
1100
Monster Bonus
always active vs. all NPCs
+10%
1210
Total effective bonus+21.0%

Mount System

How does it work?
Your mount has 3 base combat bonuses from the start — expandable to up to 5 by leveling up. Additionally it has 2 enchantment slots that accept training books with randomly rolled values on drop.
MOUNT
Base Bonuses3 from start · max. 5 with level
ATK+52
DEF+38
HP+1.200
Slot 4lvl up
Slot 5lvl up
Enchantment
Thirst for Knowledge
+14% EXP Bonus
1
empty
2
Value is randomly rolled on drop
Training Books
Stonecrusher
Stonecrusher
vs. Metin Stones
+1–10%
Bosscrusher
Bosscrusher
vs. Bosses
+1–10%
Monstercrusher
Monstercrusher
vs. all Monsters
+1–10%
Thirst for Knowledge
Thirst for Knowledge
EXP Bonus
+1–20%
Runemaster
Runemaster
Resist Skill DMG
+1–10%
Ancestral Call
Ancestral Call
vs. Half-Humans
+1–10%

Boost System

How does stacking work?
Three special items give your character a +50% bonus for 2 hours — for Drop, EXP, or Yang. Your personal affect stacks additively with the global server boost managed by the admin team.
Thief's Gloves
+50% Item Drop
2 hours
Experience Ring
+50% EXP
2 hours
Yang Amulet
+50% Yang
2 hours
Stacking
Boost Item+50%
Equipmentinactive
Server Boostinactive
Final Bonus+50%
Example: You use the ring (+50%) while a server EXP event (+100%) is running.
Equipment Bonuses

These bonuses can also roll on equipment pieces. All sources add into the same pool.

Item Drop
BraceletEarrings
EXP
ShoesNecklaceShield
Yang
ShoesNecklaceShield

Incremental Drop System

How does it work?
Items have a level-scaled drop chance that increases with monster level. Higher-level monsters yield better odds for rare drops. The formula can be tuned per item — select a preset below to see how different curves behave.
60
1 (weak)4080120 (boss)
Drop Chance
12.0%
per kill at level 60
0%100%
Expected Kills
9
kills for 1 drop (average)
Lv 20: 25 kills
Lv 50: 10 kills
Lv 80: 7 kills
Lv 100: 5 kills
Drop Chance by Level
2%
10
4%
20
6%
30
8%
40
10%
50
12%
60
14%
70
16%
80
18%
90
20%
100
22%
110
24%
120

Level Drop Penalty

How does it work?
Your drop chance is reduced linearly the higher your level is above the monster. At the same level you receive full drops — at 10 levels above the monster, drops stop entirely. The Target Info tooltip always shows the adjusted chance.
65
14080120
60
14080120
You receive
50%
of all drops
0%100%
At or below mob level
100% — full drops
1–9 levels above
Linear reduction per level
10+ levels above
0% — no drops
Drop Rate by Level Gap
100%
=
90%
+1
80%
+2
70%
+3
60%
+4
50%
+5
40%
+6
30%
+7
20%
+8
10%
+9
0%
+10

Ready to explore?

Join Arcadia today and experience classic Metin2 at its finest.