Features

What's included in the AXIOM-EMU server files. Everything below is built in, configured through XML, and documented.

GameData Sync Architecture
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Zero Double-Config

GameData Sync Architecture

Configure items, monsters, shops, drop tables, and all game data on the server. Clients receive everything at connect time — no manual file syncing, no version mismatches, no double maintenance.

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Crash-Safe

Chaos Machine Persistence

Every inventory interaction is written to the database the moment it happens. Your server crashes mid-craft? Players reconnect and their items are exactly where they left them. No dupes, no losses, no support tickets.

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True FPS

Decoupled Frame Rate Engine

Game logic stays locked at 25Hz server ticks while rendering runs at variable FPS — your players get smooth 30–60+ FPS without breaking movement or combat timing. Position snapshots and linear interpolation bridge the gap between network ticks. VBO-based rendering, particle batching (2000+ per frame), frustum culling, and GLSL shaders for FXAA, bloom, and motion blur push work onto the GPU instead of choking the CPU. Even crowded scenes that used to crawl at 15 FPS now run smoothly. More rendering pipeline optimizations are on the roadmap.

Expanded Zen Limits
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64-bit Currency

Expanded Zen Limits

All currency uses 64-bit integers — the zen cap goes from the original 2 billion to over 9 quintillion. Trade, warehouse, personal shop, and castle siege tribute all handle the expanded range. Your high-rate server economy won't hit a ceiling.

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Account-Bound

Jewels Bank

An account-wide jewel storage system you can offer your players. You configure which items are storable and set storage limits per account tier — standard players get 1x, VIP gets up to 5x. Includes auto-deposit on pickup. All persisted to database, shared across characters on the same account.

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42 Events

Event Timer System

Your players see a live event schedule with real-time countdowns for all 42 events — dungeons, invasions, arenas, PvP modes. You configure event names, descriptions, and tooltips through XML. Status indicators show waiting, starting soon, and active states. The client syncs with your server every 60 seconds. Per-instance entry rules (level, reset, grand-reset, master-reset, alt-character caps) are configured server-side and surfaced to the client — see Event Instance Entry Gating below.

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Multi-Currency

Custom Shop System

Configure shops with custom currency types — Zen, Goblin Points, WCoins, or WCoin Cash. Set duration-based items that expire after a configurable time, perfect for temporary buffs or rental gear. You control buy and sell prices independently per item. All managed through XML, no code changes needed.

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3-Tier Progression

Reset System

Three-tier reset progression — regular, grand, and master resets — fully configurable per account tier. You set the level, zen, and item requirements for each reset range. Rewards scale with reset count: base points, multiplied bonuses, WCoins, reward bags. The redesigned Reset Window puts the auto-reset toggle, requirement status, and stat distribution all in one panel; unspent LevelUp points carry over across resets instead of being silently dropped. Every reset action routes through the plugin architecture — no legacy code paths, fully observable.

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Marketplace

Item Sell Post

A built-in marketplace where your players broadcast items for sale to everyone online. Recent posts are maintained server-side and shown to players on login. You configure the cooldown, display format, and prefix. The server validates all item data — no spoofed listings.

MuHelper Smart Pickup
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5 Categories

MuHelper Smart Pickup

You define exactly what your players' MuHelper bot picks up — five categories: Zen, Jewels, Excellent, Ancient, and custom items. Level-aware filtering means the bot skips junk. Configuration syncs to the client at login and you can reload it without restarting the server.

Extended Chaos Mixing
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100+ Recipes

Extended Chaos Mixing

All 100+ original Chaos Machine recipes are fully configurable server-side — success rates, required items, and rewards. No client changes needed. The Item Bag system lets you override any mix reward with a custom loot pool that drops multiple items per mix, something no other emulator supports. One bag can reward a wing, a jewel, and zen all at once. Every mix interface — chaos cards, cherry blossom, lucky items, TrainerNPC — displays the live zen cost and success rate. Non-380 items are rejected on both the server and the client so jewels can't be lost to bad inputs. The plugin owns rates, recipes, and formulas end-to-end with no legacy fall-through, and the bundled AxiomEditor ships a ChaosMix log parser (Beta) that breaks down per-user / per-character transactions from your production logs.

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Anti-Cheat

Skill Speed Validation

Built-in anti-cheat that validates every skill cast server-side. The delay formula accounts for attack speed with per-skill tuning — nerf overpowered multi-hit skills, buff underused ones. Progressive punishment handles network hiccups gracefully: warnings first, then blocks, then disconnects. Timing config syncs to the client so both sides enforce the same limits.

Multi-Server

Sub-Server Data Overlay

Adding a new sub-server takes minutes. Each sub-server inherits the base configuration and overlays only what's different — custom rates, drops, shops, events. You don't duplicate config files. You write a small overlay, point the server at it, and the rest falls through to the defaults. Add a low-rate server next to your high-rate one without maintaining two copies of everything.

Gold Channel

Gold Channel Authentication

Full Gold Channel implementation with ticket-based access. Players purchase Gold Channel time through tickets, the server tracks expiration per account, and access is validated on every login. Ticket items, duration tracking, renewal — the whole system works end to end, not a stub.

Cash Shop

XShop (Cash Shop)

Working in-game cash shop with WCoin and WCoin Cash currencies. Items are defined server-side with category, price, and optional duration. Purchase validation, inventory delivery, and currency deduction all happen on the server. No client-side trust, no exploits. Configure your shop items through the database and they show up in-game.

Tray Mode

Zero Resources When Minimized

When the client is minimized to the system tray, the rendering engine shuts down completely — no GPU usage, no frame rendering, no wasted CPU cycles. The MuHelper bot keeps running in the background, farming and picking up items as configured. Your players can minimize and forget about it while their character keeps working.

XML-Driven

Configurable Wing Formulas

Wing absorb and damage formulas are fully exposed in Items.xml — no hardcoded values buried in the source code. Set absorb percentages, damage increase rates, and scaling per wing type and level. Tune your server's wing balance through configuration alone, without touching a single line of code.

Modern Displays

1440p & Widescreen Support

Native support for 1440p and widescreen resolutions. The client renders correctly at 2560×1440 and ultrawide aspect ratios without stretching, cropping, or UI misalignment. Your players on modern monitors get a proper experience out of the box.

Server-Authoritative

Event Instance Entry Gating

Devil Square, Blood Castle, Chaos Castle, and Illusion Temple each carry their own entry policy — configurable per-IP alt-character cap, master-any-instance toggle, and full level / reset / grand-reset / master-reset range gating. Rules flow through GameData Sync so the client renders the requirement table directly on the invite item's tooltip, the same way Armor of Guardsman lists its conditions. Players see why they're locked out before they walk to the NPC; the server is still the source of truth.

100-300 players, 3-4 vCores

Server CPU Footprint

Measured, not theoretical. The GameServer / ConnectServer / DataServer / JoinServer stack went through a targeted optimization pass — viewport request and lookup paths rewritten, inter-binary communication tightened, single-mutex contention refactored away. A 100-player load on 3 vCores that previously pinned the GameServer at 100% now runs with substantial headroom. Verified rule-of-thumb for sizing: 3-4 vCores and 8 GB of RAM serves 200-300 concurrent players.

Zero Client Edits

Server-Authoritative Combat Formulas

Defense, attack damage min/max, magic damage min/max, curse damage, attack rating, AR PvP, successful blocking, and block PvP — every combat formula is computed on the server and pushed to the client tooltip. Tune balance from your configuration files alone. No client patches, no version mismatches between what the tooltip claims and what the server actually applies, and no buried client-side constants to chase down.

Anti-Cheat

MuHelper Anti-Exploit Hardening

Pairs with Skill Speed Validation to close the common MuHelper attack surface. PvP lure-to-safezone is blocked by a movement clamp inside the simulation path. KIND_MONSTER self-defense tracking restores cleanly when targets drop. Failed server pickups carry a 5-second blacklist so the bot can't hammer the same item. Offline mode confirms before kicking, and server rejection codes (3-11) surface to the player with a popup instead of failing silently. MuHelper and Offline limits are per-map with global fallbacks so you control where unattended play is allowed.

100+ Systems

And this is just the surface.

Blood Castle, Devil Square, Chaos Castle, Illusion Temple, Castle Siege, Crywolf, monster invasions with per-event configs, configurable per-instance entry gating, custom arenas, PvP events, Gold Channel, XShop, VIP tiers, data overlay sub-servers, bot buffers, custom combos, welcome messages — over 100 systems, all included in the server files, all configurable through XML.

Every system is documented in the wiki. Every XML attribute is explained.

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