Season 14 (2018-2019) added the Rune Wizard, a half-elf spellcaster who fires runes with a rune mace, and carried her all the way to the 4th class change. It also stacked on the Soul weapon and Frigid Blue Eye armour tiers, opened Kubera Mine and Atlans Abyss, rebuilt the Summoner around curse power and the Death Scythe, and introduced the Guardian system with the Ghost Horse and the elite zones.
The Rune Wizard

The Rune Wizard is the child of an Arca wizard and a fairy, raised in the half-elf village of Iria until the Lemuria Legion destroyed it on their way to Crywolf. She starts in Noria and fights with energy-based magic, wielding a rune mace in one hand and a shield in the other.
| Setting | Value |
|---|---|
| Starting town | Noria |
| Base resources | HP 60 / MP 60 / AG 42 / SD 103 |
| Base stats | STR 13 / AGI 18 / VIT 14 / ENE 40 |
| Play type | Magic attacker — stacks two or more spells at once for wide, heavy damage |
| Set party | Rune Wizard + Magic Gladiator + Dark Knight |
| Armour | Helm, armour, pants, gloves, boots — plus pentagram and accessories |
| Tier | Class name | Requirement |
|---|---|---|
| Base | Rune Wizard | — |
| 2nd class | Rune Spell Master | Level 220 after the 1st change at 150 |
| 3rd class | Grand Rune Master | Level 380–400 |
| 4th class | Majestic Rune Wizard | Level 800, quest from NPC Sent in Lorencia (131, 147) |

| Skill | Element | Requirement | What it does |
|---|---|---|---|
| Magic Arrow | Darkness | Energy 142 | Fires 3 arrows; each explodes for 2 hits on the target and everything within 2 tiles |
| Plasma Ball | Darkness | 2nd class, Energy 600, level 220 | Rune energy drifts 4 tiles damaging everything within 5 tiles; 5 targets, 4 second cooldown. Best used as a trigger skill |
| Lightning Storm | Darkness | 3rd class, Plasma Ball Mastery 10P, Energy 1,180, level 500 | Calls rune energy down from the sky for heavy damage to 8 targets within 6 tiles |

| Buff | Level | Cooldown | Duration | Effect |
|---|---|---|---|---|
| Burst | 220 | 60 seconds | 15 seconds | Self only — spends extra mana per skill to raise damage |
| Haste | 400 | 60 seconds | 15 seconds | Self only — the Rune Wizard's speed buff |
Rune Wizard gear and wings

| Rune mace | Level | Attack power | Wizardry | Req. STR / AGI / ENE |
|---|---|---|---|---|
| Elhaz Rune Mace | — | 55–59 | 51% | 106 / 65 / 117 |
| Frost Rune Mace | 380 | 62–66 | 50% | 151 / 69 / 513 |
| Light Lord Rune Mace | 400 | 72–74 | 54% | 175 / 82 / 671 |
| Archangel's Absolute Rune Mace | — | 158–170 | 71% | 119 / 32 / 286 |
| Blessed Absolute Rune Mace | — | 158–170 | 80% | 188 / 44 / 625 |
| Blood Angel Rune Mace | 400 | 115–121 | 73% | 240 / 93 / 923 |
| Dark Angel Rune Mace | 600 | 149–155 | 81% | 253 / 97 / 974 |
| Holy Angel Rune Mace | 800 | 158–164 | 89% | 278 / 106 / 1,077 |
| Soul Rune Mace | 900 | 168–174 | 100% | 283 / 107 / 1,100 |
For shields she borrows the Elf's line — the Frost Barrier and the Light Lord Shield are both socket shields she can equip.

Her armour runs from the Rune Pad and Rune Sphinx starter sets through Rune Legendary and the Kenaz sets, then joins the mastery ladder: Blood Angel Rune Wizard (400), Dark Angel (600), Holy Angel Rune Wizard of Obsession (800), Awakening Soul Rune Wizard (900) and Frigid Blue Eye Rune Wizard (1,000). Each step is a 100% upgrade at the Chaos Goblin using a +11 / 16-option piece plus the tier's Ruud-shop material.

The Wings of Destiny are the Majestic Rune Wizard's 4th wings. Like every 4th wing they roll 1 to 4 random options and can take 0 to 1 elemental option on top.

| Enhancement skill | Debuffs it can carry | Notable nodes |
|---|---|---|
| Magic Arrow | Freeze / deadly poison | Damage count +1, splash range +1 tile, splash targets +1 |
| Plasma Ball | Freeze / shock | Damage count +1, target +1, slower travel for a longer dwell |
| Lightning Storm | Bleeding / deadly poison | Damage count +1, attack speed, range +1 tile |
Soul weapons and Frigid Blue Eye armour

The mastery ladder gained two more rungs, both crafted at the Chaos Goblin at 100% from a +11 / 16-option base plus 30 Bless, 30 Soul, a Jewel of Chaos and a Jewel of Creation.
| Upgrade | Base | Material | Price |
|---|---|---|---|
| Holy Angel weapon → Soul weapon | +11 / 16 option Holy Angel weapon | Soul Anvil | 100,000 Ruud from Priest James |
| Awakening Soul armour → Frigid Blue Eye | +11 / 16 option Awakening Soul armour | Soul of Severe Cold | 50,000 Ruud from Priest James |
Soul weapons need level 900 and share the same excellent block: excellent damage rate +10%, attack speed +7, life and mana recovery per kill, attack or wizardry +2 per 20 levels and attack power +57.
| Soul weapon | Class | Attack power | Speed | Req. STR / AGI |
|---|---|---|---|---|
| Soul Sword | Blade Master | 486–497 | 40 | 971 / 317 |
| Soul Magic Sword | Duel Master | 485–496 (77%) | 45 | 715 / 438 (energy 155) |
| Soul Staff | Grand Master | 181–194 (125%) | 30 | 296 / 101 |
| Soul Bow | High Elf | 568–585 | 45 | 202 / 1,167 |
| Soul Quiver | High Elf | 452–476 | 55 | 195 / 1,154 |
| Soul Stick | Dimension Master | 168–176 (127%) | 30 | 269 / 107 |
| Soul Scepter | Lord Emperor | 362–471 (pet 89%) | 40 | 681 / 161 |
| Soul Claw | Fist Master | 387–397 | 35 | 573 / 195 |
| Soul Lance | Mirage Lancer | 290–300 | 40 | 431 / 310 |

Frigid Blue Eye sets need level 1,000 and bring a new family of mastery options — mastery max HP, skill attack power, strength, agility, energy and all stats — whose values grow with the item's enhancement level. The set bonuses now run to 5 pieces.
| Pieces | Frigid Blue Eye set bonus |
|---|---|
| 2 set | Mastery skill attack power and the class's mastery stat increase |
| 3 set | Double damage rate +18%, mastery attack power or wizardry, mastery critical damage, mastery excellent damage, ignore enemy defense +9% |
| 5 set | Mastery all stats, mastery base defense, critical damage rate +20%, excellent damage rate +20%, triple damage +4%, mastery max HP |
The Grow Lancer also finally got its absolute weapon: the Archangel's Absolute Lance (115–126 attack, no level requirement), upgraded at +15 / 16 options with an Archangel's Hammer and 30 each of Bless, Soul and Life into the Blessed Archangel's Absolute Lance (173–184 attack), which adds the Archangel's Will buff.
Kubera Mine
Kubera Mine is the oldest mine on the continent, abandoned after Kundun's followers prayed at its altar and demons began crawling out of the tunnels. Entry needs level 850 — through the gate in Devias at (158, 57) or from the move command window for 50,000 zen — but characters below level 980 take a hunting penalty.
The map splits into the mine and the tougher abandoned mine, with five elemental field gates linking them, and you can swing a Pandora's Pickaxe in the safe zone. Monsters here drop excellent Blue Eye armour.
| Monster | Level | Area | Behaviour |
|---|---|---|---|
| Mine Digger | 380 | Mine | Melee, swings a pickaxe |
| Mine Carrier | 380 | Mine | Shoves a cart and splashes what is inside the barrel |
| Mine Driller | 380 | Mine | Two-handed drill, thrusting attacks |
| Mine Porter | 380 | Mine | Waits, then hurls the stones from its sack |
| Dead Digger | 400 | Abandoned mine | Pickaxe melee — sometimes swings twice in a row |
| Dead Shoveler | 400 | Abandoned mine | Stabs with a sharpened shovel — sometimes twice in a row |
| Dead Porter | 400 | Abandoned mine | Throws stones from its sack |
Atlans Abyss
Ancient records described an Abyss built to seal Hydra during Kundun's invasion. The passage was lost until a research group published teleport coordinates, and now the Abyss is open in three floors.
| Floor | Entry level | Cost |
|---|---|---|
| Atlans Abyss 1 | 1,000 | 50,000 zen |
| Atlans Abyss 2 | 1,020 | 50,000 zen |
| Atlans Abyss 3 | 1,030 | 50,000 zen |
Hunting is really meant for level 1,010 and above — below that you take a penalty. Every monster here carries excellent damage rate resistance, critical rate resistance and 4th-tree debuff resistance, and some use area attacks. They drop excellent Blue Eye armour.

| Monster | Level | Floors | Type |
|---|---|---|---|
| Abyssal Bahamut | 410–460 | 1, 2 and 3 | Melee bite and tail swipe, with a chance of an area attack |
| Abyssal Vepar | 410 | Floor 1 | Ranged |
| Abyssal Silver Valkyrie | 435 | Floor 2 | Ranged crossbow |
| Abyssal Lizard King | 460 | Floor 3 | Ranged |
The Guardian system and elite zones

Guardians are a new kind of inventory item for level 800+ characters: right-click to equip, and they grant normal options plus elite resistance options. They enhance to +15, and their vitality drains with wear time — at zero they unequip themselves. A Jewel of Bless restores them to 100%.


| Menu at the Tamer | What it does |
|---|---|
| Soul revival | Crafts Dark Horse and Dark Spirit items |
| Guardian revival | Crafts a Guardian — a Seal of the Ghost Horse plus 10 Fragments of Resurrection and 5 Jewels of Bless makes the Ghost Horse |
| Guardian enhancement | Levels the Guardian. Below +10 a failure costs one level; from +10 a failure drops it to 0, and the stone changes to the Elite Guardian Enhancement Stone |
| Guardian option change | Rerolls the elite option, evenly among the options you do not already have |
The Ghost Horse is a mount that cannot be ridden alongside a Uniria or Dinorant (the Dark Lord's Dark Horse is fine). It carries attack speed +7 and a movement speed bonus by default, 1 to 3 normal options (defense or attack per 20 levels up to level 1,100, elemental attack, elemental defense) and one of five elite resistance sets matched to the elements.
Elite zones
One elite zone sits in the current top-tier hunting ground — for Season 14 Part 2 that is Atlans Abyss floor 3, marked by an elite zone flag, where (Elite) Abyssal Lizard King and (Elite) Abyssal Bahamut spawn. Elite monsters apply their debuff at 100% on every hit, are immune like bosses, and can only be blunted by a Guardian's elite resistance.
| Element of the elite monster | Debuff you take |
|---|---|
| Fire | Bleeding + attack power reduction |
| Water | Deadly poison + attack power reduction |
| Earth | Bleeding + attack speed reduction |
| Wind | Deadly poison + defense reduction |
| Darkness | Bleeding + defense reduction |
| Elite drop | What it is for |
|---|---|
| Elite Option Change Fragment | 50 make an Elite Option Change Stone |
| Sealed Armor Fragment | 50 craft one piece of Scratched Blood Angel armour, which can become a +13 Blood Angel piece without the Blood Angel's Soul (random class) |
| Golden Emblem | Crafting material for 4th wings |
| Elite Guardian Enhancement Stone | Required to enhance a Guardian past +10 |
Summoner renewal
The Summoner was split into two builds that switch with a persistent buff.
| Build | Buff | What the buff uses | Effects |
|---|---|---|---|
| Wizardry Summoner | Berserker | Energy and the Otherworld Book's curse power | Wizardry and attack speed up; HP and defense down. Disables the curse skills |
| Curse Summoner | Darkness (new) | Energy and the stick's wizardry | Curse power and defense up, HP down. Switches the stat setup and enables the curse skills |
Both buffs persist until you die or disconnect, and after casting either one the Summoner can still receive the Elf's attack power buffs.

Explosion, Requiem and Pollution moved off the Otherworld Book and became parchment-learned skills, with much shorter animations and cooldowns and damage-over-time converted to normal damage. Weakness and Innovation became magic circles centred on the Summoner that debuff anyone standing in them, and the master tree can add enemy elemental attack and defense reduction on top.

| Death Scythe | Value |
|---|---|
| Requirement | Pollution Mastery 10P |
| Pentagram element | Darkness |
| Uses | Curse power |
| Range | 6 tiles around you, up to 6 targets |
| Notes | Summoned with an explosion, follows you while attacking, and vanishes after 10 seconds unused |


| Book | Level | Curse power | Req. AGI / ENE |
|---|---|---|---|
| Blood Angel Book | 400 | 89% | 177 / 702 |
| Dark Angel Book | 600 | 100% | 180 / 713 |
| Holy Angel Book | 800 | 111% | 186 / 727 |
| Soul Book | 900 | 123% | 188 / 742 |
Alongside them, the wizardry option on excellent Otherworld Books became a curse power option, and the wizardry option on mastery armour became wizardry / curse power.
Ancestor's earrings and the Monster Soul Converter

The second mastery earring, the Ancestor's Earring, is made by upgrading an enhanced Earring of Wrath with an Ancestor's Refining Mold from the Ruud shop plus 20 Bless, 20 Soul, a Jewel of Chaos and a Jewel of Creation. The left earring needs level 700, the right level 750, and the upgrade rerolls the options. Failure costs the materials and drops the earring to +0.
| Base earring | Success rate |
|---|---|
| +15 | 100% |
| +14 | 90% |
| +13 | 80% |
| +12 | 70% |
| +11 | 60% |
| Earring | Base options | Random options (1–3) |
|---|---|---|
| Ancestor's Earring (left) | Attack / wizardry / curse power 66–69, elemental defense 36 | Max HP 400, skill attack power 19, mastery attack or wizardry 38, mastery excellent damage 65, mastery critical damage 65 |
| Ancestor's Earring (right) | Attack / wizardry / curse power 106–109, elemental defense 94 | Max mana 400, excellent damage rate 5%, critical damage rate 5%, AG recovery 10, attack speed 7 |
Wearing both from the same season adds the season bonus: ignore enemy defense 2% and all stats +5.
Monster Soul Conversion
Priest James also began selling Monster Soul Converters. Carry one, kill the monsters it lists, and once the souls are full you right-click it and pick a reward category. Souls are shared with your party, you can only hold one converter, purchases are capped weekly, and an unfinished converter expires at the Thursday maintenance — though one whose collection is complete becomes permanent. The monster list also rotates every Thursday.
| Converter | Recommended level | Price |
|---|---|---|
| Level 1 | 400+ | 400 Ruud |
| Level 2 | 600+ | 500 Ruud |
| Level 3 | 800+ | 600 Ruud |
| Level 4 | 900+ | 700 Ruud |
| Level 5 | 1,000+ | 800 Ruud |
Each conversion pays one guaranteed and one random item from the category you choose: Ruud (400 guaranteed, 200–4,000 random), jewels, elemental (runes, pentagrams, errtels) or accessories — the last only from the level 5 converter, and the only source of Earrings of Wrath outside Mos.
Level 1,150 and quality of life

The cap moved from 1,100 to 1,150. Reaching 1,100 before the next season pays a reward box — 30 days in the Gremory Case, 14 days once withdrawn — containing the Archmage Etramu muun (elemental defense +10, running at 20× for 30 days), which can be worn alongside a premium muun.
SWITCH mode
A new SWITCH mode (Ctrl + F) parks the client in a low-resource view that still shows your helper state, level and experience, zen, and free space in your inventory, event inventory and personal store, with the game screen refreshed as a still image at an interval you choose. It can also start automatically after a set idle time.
| Other changes | Detail |
|---|---|
| Jewel stacking | Jewels stack and split in the inventory for free, up to 50 per stack; jewel bundle items are retired |
| MU Helper | Automatic muun repair (triggers at 5 durability, needs a Jewel of Life), nearest-target selection, and a dense monster target option |
| Warehouse | Single deposit and withdrawal limit raised from 100 million to 1 billion zen, and the same for castle tax |
| Trading | Lucky Charms and Chaos Combination Charms can be sold in personal stores |
| Divine Punishment | The Errtel of Radiance option is capped at 250,000 damage |
| Quests | Tabs for guide, class change, tutorial, reward and repeatable quests, an instant move button on every quest, and the info window showing 3 quests at a time up to 20 |
- New class: the Rune Wizard
- Wings of Destiny and the Majestic Rune Wizard
- Soul weapons & Frigid Blue Eye armour
- Kubera Mine and Atlans Abyss
- Guardian system, Ghost Horse and elite zones
- Summoner renewal and Death Scythe