Remnants of the End Rewards: Korean Normal, Hard, and Paid Bundles
Raid Guides

Remnants of the End Rewards: Korean Normal, Hard, and Paid Bundles

URITRIP·September 17, 2026

Archived Korean event rewards · About these guides

Korea’s limited-time four-player event, described here as Remnants of the End, revisited past bosses with stage first-clear rewards and achievement rewards. The event closed before maintenance on October 21, 2026; this is an archive of its Korean rules, not a currently available North American event.

Normal required item level 1730 and Hard required 1770. Clearing Hard also credited Normal for the same stage and awarded any unclaimed Normal first-clear reward.

The separately sold Hard achievement bundle did not include the paid Normal bundle’s contents. The encounter’s clear-credit rules and the shop products’ contents were separate systems.

The original article’s September 17 snapshot had four stages open, through Ashtarote. This archive covers the full announced schedule, requirements, reward distinctions, and historical bundles.

The rules below are based on Korea’s August 26, 2026 update and shop notice. Event, achievement, and some item names are descriptive English renderings of the Korean listings.

Event dates and entry requirements

Korean Remnants of the End first-clear and achievement rewards

The event ran from August 26 until maintenance on October 21, 2026. Its participation window has ended.

There were six stages, opening one per week over six weeks. From stage 2 onward, the previous stage had to be cleared first.

Category Rule
Party size Four players
Normal requirement Item level 1730 or higher
Hard requirement Item level 1770 or higher
Event window August 26–October 21, 2026, before maintenance
Entry attempts Unlimited
Repeat attempts Previously cleared stages could be replayed
Clear records Tracked per character without weekly resets
Endgame gold reward count Not shared with this event

Unlike ordinary endgame content, the event did not limit the number of entry attempts.

Players could revisit cleared stages and stop or restart during combat.

However, unlimited attempts did not mean repeatable first-clear rewards. Each stage’s first-clear reward was available once per character.

Stage and boss release schedule

The announced openings were as follows, in the Korean service.

Stage Boss Opening date
Stage 1 Sky Watcher August 26
Stage 2 Nightmare Morphe September 2
Stage 3 Prokel September 9
Stage 4 Ashtarote September 16
Stage 5 Firehorn September 23
Stage 6 Lauriel September 30

As of the original September 17 publication, stage 4, Ashtarote, was the latest opening. The remaining stages opened later on the schedule above.

Earlier stages stayed available when a new one opened. During the event window, players who missed the first week could still progress from the beginning. That catch-up opportunity ended with the event.

Normal and Hard reward differences

Separating Normal and Hard event rewards from paid bundle contents

Two reward tracks need to be distinguished:

first-clear rewards per character and achievement rewards per roster. They used different eligibility rules.

Category First-clear rewards Achievement rewards
Tracking scope Character Roster
Requirement First clear of the stage’s boss Cumulative completed achievements
Repeat claims Not repeatable Once per roster for the applicable reward
Hard completion Also credited the same Normal stage Also credited the matching Normal achievement

The key distinction was how Hard clear credit worked. It affected ordinary event rewards.

Clearing Hard credited the same stage on Normal too, including its first-clear reward if it had not already been received.

A character going straight to Hard could therefore receive both difficulty rewards for that stage.

If Normal had already been cleared and rewarded, a later Hard clear did not award Normal again.

Eighteen achievements per difficulty track

Each of the six bosses had three achievements.

That made 18 stage achievements with milestone rewards based on the number completed.

The source highlighted the following reward types. Normal and Hard had separate milestone tracks and quantities; this is not the complete reward table.

Completed achievements Highlighted reward
3 Ark Grid Gem processing reset ticket
6 Epic Ark Grid Gem selection chest
9 Fixed-type Epic Ark Grid Gem selection chest
12 Radiant Stone of Chaos selection chest
15 Relic engraving selection/random pouch II
16 on Hard 10 bracelet effect reroll ticket chests
17 on Hard Legendary title, described as “Daydream”
18 on Hard Remnants of the End MVP background

A matching Normal achievement was also credited when completed on Hard for the same stage.

For progression materials, first clears offered an initial target. The title and MVP background required checking the additional Hard achievement conditions. A clear alone was not equivalent to completing those goals.

Unlimited revivals and other encounter rules

The event reduced some failure pressure compared with conventional high-difficulty raids.

Bosses did not enrage, and all four players dying did not immediately end the encounter in a wipe.

Players could revive without a currency cost or a limit on the number of revivals.

A separate combat-support buff applied when the party had no qualifying support-role character.

That allowed players unfamiliar with an old boss to keep observing patterns while continuing the fight.

Still, unlimited revivals did not mean low entry requirements.

Even Normal required item level 1730, so the event was not immediately accessible to every new or returning character.

Achievements also required more than simply clearing. Unlimited revivals did not guarantee every reward.

Unlimited revivals did not permit AFK participation

Players still had to take part in combat.

Failing to revive within the specified waiting period could remove a player from the instance.

An extended period without participating in combat produced a warning; continued inactivity could lead to removal.

The event reduced failure pressure rather than functioning as idle content.

Historical bundle prices and contents

Historical event, shop sale, and item-use deadlines

Separate achievement products were sold alongside the event.

There were Normal and Hard versions.

Category Normal achievement product Hard achievement product
Price 11,000 Korean Royal Crystals 22,000 Korean Royal Crystals
Purchase limit Once per account Once per account
Stage chest opening requirement Clear the corresponding stage on Normal or Hard Clear the corresponding stage on Hard
Contents basis Items corresponding to Normal first-clear rewards Items corresponding to Hard first-clear rewards
Does Hard include the paid Normal product? Not applicable No

Sales ended before maintenance on October 14, 2026. These are historical Korean prices, not North American offers or a currency conversion.

The content stayed open until October 21, a week after product sales ended. Buying, clearing, and using the contents had different deadlines.

Did buying Hard also buy Normal?

This was an easy distinction to miss.

The paid Hard product did not award the paid Normal product as well.

In the encounter itself, a Hard clear credited Normal and could award its unclaimed first-clear reward.

In the shop, Normal and Hard were separate products.

The official product listing stated that a Hard stage chest provided only the items corresponding to that stage’s Hard first-clear reward, excluding the Normal reward. That was a product-contents rule.

It should not be confused with the encounter’s clear-credit rule.

Could a purchased chest be opened immediately?

Not merely because it had been bought.

These achievement products required the corresponding stage clear before a chest could be opened. Payment did not replace that gameplay condition.

Normal-product stage chests could be opened by a character with the matching Normal or Hard clear.

Hard-product stage chests required the matching Hard clear.

During the sale, a player needed to assess reachable clears as well as price and total contents.

Hard required a character at item level 1770 or above. Upgrading solely for the product’s rewards also meant comparing honing costs with those rewards; the product price was not the entire cost.

The products also had use deadlines

Although sales ended October 14, the stage chests and bound-gold ingots obtained from them were usable only until October 21, 2026, under the listed expiry rules. They were not indefinite storage items.

Buying them did not remove those limits.

The practical checks during the event were these.

  • Could the character enter the required difficulty?

  • Could it clear the relevant stages before the event closed?

  • Could the stage chests and expiring contents be used in time?

What the event’s structure encouraged

The format differed from simply mailing out progression materials.

It linked rewards to revisiting past bosses rather than attendance alone.

Several potential benefits follow from that structure.

A reason to revisit earlier bosses

Veterans could return to familiar fights, while players who missed their original release could experience them.

Progression rewards gave the encounters a practical purpose alongside nostalgia.

Progression support connected to active play

Players needed to form a party and fight to earn the ordinary rewards.

Weekly stage openings offered a reason to return and see another boss.

That did not mean every stage had to be cleared in its opening week.

Clear records persisted, allowing later catch-up during the event window.

Additional goals for developed characters

Hard’s item-level requirement and achievement cosmetics gave higher-level characters objectives beyond the Normal rewards.

The structure therefore offered both progression materials and optional completion goals.

These are interpretations of the published design, not measured retention results or a statement of internal developer intent.

Was the event evidence of a hard reset?

Its existence did not establish that a future hard reset had been scheduled.

Reused bosses, limited events, and high-level rewards can all operate within an existing progression framework.

A substantial reset claim needs concrete information about new equipment, transfer rules, and treatment of existing resources and investments.

The archived event’s announced dates and reward conditions were sufficient for participation planning. They were not a basis for assuming a future progression reset.

Remnants of the End FAQ

Could the same boss pay rewards again every week?

No.

Attempts were unlimited, but each character received a stage’s first-clear reward only once.

Did a Hard-ready character need a separate Normal clear first?

Not just to obtain that stage’s Normal first-clear reward.

Hard credited the same Normal stage and awarded its still-unclaimed first-clear reward.

Progression between stages still required clearing the preceding stage.

Could players join after missing the opening week?

Yes, while the event was running.

Stage records did not reset weekly, and earlier stages remained available during the event.

That window closed before Korea’s October 21 maintenance; it is no longer an invitation to join now.

Did the paid Hard bundle include the paid Normal rewards?

No.

The Hard product excluded the Normal product’s contents.

Product contents and ordinary clear-credit rewards were different rules.

Were rewards available without buying a bundle?

Yes, during the event.

Ordinary first-clear and achievement rewards did not require a product purchase.

Players needed the entry requirements, clears, and achievement conditions instead.

How to read this event archive

Remnants of the End was a Korean limited-time return to past bosses for characters at Normal 1730 or Hard 1770, with progression and achievement rewards. The participation window has ended.

Going straight to Hard could also provide the unclaimed Normal reward for that stage, without a separate Normal clear.

Paid products followed their own rules. Hard did not include the paid Normal product, and purchased stage chests still required the relevant clear.

For similar future events, start with entry eligibility and attainable clears. Distinguish material rewards from completion cosmetics, and read product deadlines independently of encounter availability.

Sources