MU Online Season 14 Guide

The 2018 - 2019 release, sorted by what it costs you today

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Season 14 is not a season you read about and move on from. One of its additions is a class on your character creation screen, another is the only equipment in MU that runs out of battery while you wear it, and two of its maps are the corridor from level 850 to 1,030. This guide sorts it into what a Season 22 player uses, what later seasons buried, and what costs you upkeep forever.

The short version of what 2018 shipped

Season 14 arrived in two parts and did five jobs: the Rune Wizard, taken to a 4th class change; two new rungs on the mastery ladder, Soul weapons at level 900 and Frigid Blue Eye armour at 1,000; Kubera Mine and the three floors of Atlans Abyss above it; a Summoner split into two switchable builds; and Guardians, wearable items with a vitality meter, plus the elite zones that justify them.

The question on a Season 22 server is narrower: which parts you touch, at what level, and what sits on top now.

The Rune Wizard, because she is a live choice

The Rune Wizard class in game
Mace in one hand, shield in the other. The only caster built that way.

The Rune Wizard is a decision you make before you have a character at all. She is the daughter of an Arca wizard and a fairy, raised in the half-elf village of Iria until the Lemuria Legion razed it on the march to Crywolf. What matters mechanically: energy-based magic, a rune mace and a shield, and spells built to be stacked rather than fired one at a time.

The shield is the part people misread. She is not a glass caster holding one for show: her gear budget covers a weapon and a defensive slot, which is why she survives inside what she clears.

At creationRune Wizard
Where you spawnNoria
Stat spreadSTR 13 / AGI 18 / VIT 14 / ENE 40 — energy carries the build from the first point
ResourcesHP 60 / MP 60 / AG 42 / SD 103
HandsRune mace plus shield
Gear slotsHelm, armour, pants, gloves, boots, pentagram and accessories
How she playsMagic attacker that layers two or more spells at once for wide, heavy damage
Party she is built forAlongside a Magic Gladiator and a Dark Knight

Her class changes run on the usual schedule, except the 4th, which is a quest.

StageTitleWhat unlocks it
StartRune WizardCharacter creation, first change at level 150
2ndRune Spell MasterLevel 220
3rdGrand Rune MasterLevel 380 to 400
4thMajestic Rune WizardLevel 800, then the quest from NPC Sent in Lorencia (131, 147)

Three spells and two buttons, and that is the whole kit

Rune Wizard casting Magic Arrow, Plasma Ball and Lightning Storm
The Rune Wizard's self-buffs Burst and Haste

Attacks and buffs are usually two lists. One table plans better: energy gates the spells, level gates the buffs, both self-only.

AbilityKindGateTimingWhat it does
Magic ArrowAttack (Darkness)Energy 142No cooldownThree arrows, each exploding twice on the target and on everything within 2 tiles
Plasma BallAttack (Darkness)2nd class, level 220, Energy 6004 second cooldownRune energy drifts 4 tiles and damages a 5-tile radius, up to 5 targets. Open with it
Lightning StormAttack (Darkness)3rd class, level 500, Energy 1,180, Plasma Ball Mastery 10P—Drops rune energy out of the sky on 8 targets within 6 tiles for the big hit
BurstSelf buffLevel 22060 second cooldown, 15 seconds upPays extra mana per skill in exchange for damage
HasteSelf buffLevel 40060 second cooldown, 15 seconds upHer speed buff

Fifteen seconds up against a sixty second cooldown is a 25% window, so Burst and Haste are boss tools. The rotation: Plasma Ball to open, Magic Arrow as filler, Lightning Storm on cooldown past 500.

The Majestic Rune Wizard skill enhancement tree
Ctrl + A. Three branches, one per spell, and every branch carries debuffs.

The enhancement tree is where her damage stops being about gear: each branch feeds one spell and can hang a debuff off it.

BranchNodes worth the pointsDebuffs it can carry
Magic ArrowDamage count +1, splash range +1 tile, splash targets +1Freeze or deadly poison
Plasma BallDamage count +1, target +1, slower travel so it lingers longerFreeze or shock
Lightning StormDamage count +1, attack speed, range +1 tileBleeding or deadly poison

Her weapon ladder is the only progress bar you need

Rune maces from the starter Elhaz up to the Soul Rune Mace

Nine maces, four kinds of item, one list, sorted the way you acquire them. Wizardry sits before attack power because on an energy class it decides your damage.

Rune maceKindLevelWizardryAttack powerReq. STR / AGI / ENE
Elhaz Rune MaceStarter—51%55–59106 / 65 / 117
Frost Rune MaceSocket38050%62–66151 / 69 / 513
Light Lord Rune MaceSocket40054%72–74175 / 82 / 671
Blood Angel Rune MaceMastery40073%115–121240 / 93 / 923
Archangel's Absolute Rune MaceAbsolute—71%158–170119 / 32 / 286
Blessed Absolute Rune MaceAbsolute—80%158–170188 / 44 / 625
Dark Angel Rune MaceMastery60081%149–155253 / 97 / 974
Holy Angel Rune MaceMastery80089%158–164278 / 106 / 1,077
Soul Rune MaceMastery900100%168–174283 / 107 / 1,100

The absolutes ask very little for their attack power, so they bridge the gap while you are short of energy, and the Blessed Absolute beats a Dark Angel mace on wizardry with no level requirement at all.

Shields are borrowed rather than bespoke: she equips the Elf's socket shields, the Frost Barrier and the Light Lord Shield.

Armour, and where her ladder joins everyone else's

A full Rune Wizard armour set: helm, armour, pants, gloves and boots

Her sets start class-specific, then join the mastery ladder every class climbs, so from level 400 her gearing is a Grand Master's. Each step is a 100% Chaos Goblin upgrade from a +11 / 16-option piece plus that tier's Ruud-shop material.

StepSetLevel
StarterRune Pad, then Rune Sphinx—
MidRune Legendary, then the Kenaz sets—
Mastery 1Blood Angel Rune Wizard400
Mastery 2Dark Angel600
Mastery 3Holy Angel Rune Wizard of Obsession800
Mastery 4Awakening Soul Rune Wizard900
Mastery 5Frigid Blue Eye Rune Wizard1,000
Wings of Destiny, the 4th wings of the Majestic Rune Wizard
Wings of Destiny: wizardry 100, defense 140, damage increase 55%, damage absorb 43%.

The Wings of Destiny close the class out. As 4th wings they roll 1 to 4 random options plus 0 or 1 elemental option. The caption numbers are fixed; the roll is what you reroll for.

Level 900 and level 1,000: two walls that are still walls

The eight Soul mastery weapons lined up

This part is neither class-specific nor optional: reach for the top of a Season 22 server and you stand at both gates.

UpgradeWhat you feed itMaterial and priceLevel to wear it
Holy Angel weapon to Soul weapon+11 / 16-option Holy Angel weaponSoul Anvil, 100,000 Ruud from Priest James900
Awakening Soul armour to Frigid Blue Eye+11 / 16-option Awakening Soul armourSoul of Severe Cold, 50,000 Ruud from Priest James1,000

Both run at 100% at the Chaos Goblin, and both want 30 Bless, 30 Soul, a Jewel of Chaos and a Jewel of Creation. No gamble, so the real cost is the +11 / 16-option base.

All Soul weapons share one excellent block, so the table is only numbers and requirements: excellent damage rate +10%, attack speed +7, life and mana recovery on kill, attack or wizardry +2 per 20 levels, and +57 attack power.

Soul weaponClassRoleAttack powerSpeedReq. STR / AGI
Soul SwordBlade MasterMelee486–49740971 / 317
Soul Magic SwordDuel MasterHybrid485–496 (77%)45715 / 438 (energy 155)
Soul ClawFist MasterMelee387–39735573 / 195
Soul LanceMirage LancerMelee290–30040431 / 310
Soul ScepterLord EmperorPet damage 89%362–47140681 / 161
Soul BowHigh ElfRanged568–58545202 / 1,167
Soul QuiverHigh ElfRanged452–47655195 / 1,154
Soul StaffGrand MasterWizardry 125%181–19430296 / 101
Soul StickDimension MasterWizardry 127%168–17630269 / 107

Grouped by role: melee weapons want huge strength for middling attack, the Elf's two pieces want over 1,100 agility, and the caster sticks look weak until you notice they multiply wizardry rather than add damage. On our Season 22 server the 32,700 stat cap makes these requirements far less of an obstacle.

A Frigid Blue Eye 5th mastery armour set

Frigid Blue Eye is the bigger step. Its mastery options scale with the item's enhancement level — mastery max HP, skill attack power, strength, agility, energy and all stats — and set bonuses reached five pieces for the first time. Read it upward: the 5-set line is why anyone finishes.

Pieces matchedWhat it adds
5Mastery all stats, mastery base defense, mastery max HP, critical damage rate +20%, excellent damage rate +20%, triple damage +4%
3Double damage rate +18%, ignore enemy defense +9%, mastery attack power or wizardry, mastery critical damage, mastery excellent damage
2Mastery skill attack power and your class's mastery stat

One footnote belongs to the Grow Lancer alone: its absolute weapon landed here. The Archangel's Absolute Lance is 115–126 attack with no level requirement, and at +15 / 16 options an Archangel's Hammer plus 30 each of Bless, Soul and Life makes the Blessed Archangel's Absolute Lance, 173–184 attack with the Archangel's Will buff.

Kubera Mine to Atlans Abyss: one corridor, levels 850 to 1,030

These two maps ship as separate features and are not: they are one stretch of levelling route, back to back, and what you plan around is the entry levels and the penalty bands above them.

DestinationEntry levelCostHunt here fromHow you get in
Kubera Mine85050,000 zen980Gate in Devias (158, 57), or the move command window
Atlans Abyss 11,00050,000 zen1,010Teleport coordinates from the move window
Atlans Abyss 21,02050,000 zen1,010Teleport coordinates from the move window
Atlans Abyss 31,03050,000 zen1,010Teleport coordinates from the move window

Kubera Mine is the first mine on the continent, abandoned after Kundun's followers prayed at its altar. It splits into the mine and the harder abandoned mine, joined by five elemental field gates, with a safe zone where you can swing a Pandora's Pickaxe. Atlans Abyss is the seal built to hold Hydra, and it runs three stacked floors.

Both drop excellent Blue Eye armour. The Abyss adds a catch: everything there carries excellent damage rate resistance, critical rate resistance and 4th-tree debuff resistance, so builds leaning entirely on crit or debuffs lose output.

Abyssal Bahamut, Vepar, Silver Valkyrie and Lizard King in Atlans Abyss

Eleven monsters in one block by level instead of two tables. The band is tight, 380 to 460, so what gates you is the entry requirement and the resistances.

MonsterLvWhereHow it fights
Mine Digger380Kubera MineWalks up and swings a pickaxe
Mine Carrier380Kubera MinePushes a cart and splashes whatever is in the barrel
Mine Driller380Kubera MineThrusts with a two-handed drill
Mine Porter380Kubera MineHolds position, then throws stones out of its sack
Dead Digger400Abandoned minePickaxe melee, occasionally twice in a row
Dead Shoveler400Abandoned mineStabs with a sharpened shovel, occasionally twice in a row
Dead Porter400Abandoned mineThrows stones out of its sack
Abyssal Vepar410Abyss floor 1Ranged
Abyssal Bahamut410–460All three Abyss floorsBite and tail swipe, sometimes an area attack
Abyssal Silver Valkyrie435Abyss floor 2Ranged crossbow
Abyssal Lizard King460Abyss floor 3Ranged

Guardians: the only gear in MU with running costs

The Ghost Horse, the first Guardian item
The Ghost Horse: a mount with attack speed +7, a movement bonus, and a vitality bar.

Guardians change your habits rather than your numbers. They are inventory items for level 800 and above, equipped with a right-click, granting ordinary options plus what nothing else gives: elite resistance. They enhance to +15, and their vitality drains the whole time you wear one — at zero it unequips itself, and a Jewel of Bless refills it.

That last clause is why Guardians feel broken to new players. Nothing is wrong; the bar ran out mid-grind. Keep a Bless on the character.

NPC Moss in Elbeland, who sells the Guardian Box
Moss, Elbeland (22, 225). This is where the Guardian Box comes from.
The Guardian enhancement window at the Tamer NPC
Everything else happens at the Tamer in Lorencia (122, 110).

Two NPCs run the system: Moss sells the box, the Tamer does the rest.

If you want toMenu at the TamerWhat it costs or risks
Make your first GuardianGuardian revivalA Seal of the Ghost Horse, 10 Fragments of Resurrection and 5 Jewels of Bless gives the Ghost Horse
Raise its levelGuardian enhancementBelow +10 a failure costs one level. From +10 a failure drops it to 0, and it needs the Elite Guardian Enhancement Stone
Fix a useless elite optionGuardian option changeRerolls evenly among the options you do not already have
Build a Dark Horse or Dark Spirit insteadSoul revivalThe older mount crafting, unchanged

The enhancement row deserves fear: a failure at +10 or above does not cost a level, it wipes the Guardian to zero, and the stone gets dearer at that point.

As a mount the Ghost Horse is exclusive with Uniria and Dinorant, though a Dark Lord keeps his Dark Horse. It carries attack speed +7 and a movement bonus, 1 to 3 normal options (defense or attack per 20 levels to level 1,100, elemental attack, elemental defense), and one of five elite resistance sets.

Elite zones, and what they do to you

Elite zones are the other half, and the reason the resistance stat exists. One sits inside the current top hunting ground, flagged on the map. In Season 14 Part 2 that was Atlans Abyss floor 3, with (Elite) Abyssal Lizard King and (Elite) Abyssal Bahamut. Season 22 sits well above the Abyss, so read that as a pattern, not an address.

Elite monsters land their debuff at 100% on every hit and are boss-immune to yours, and only a Guardian's elite resistance blunts what comes back. Which element you need maps cleanly to what it takes from you.

What you catchFrom an elite monster of this element
Bleeding plus attack power downFire
Bleeding plus attack speed downEarth
Bleeding plus defense downDarkness
Deadly poison plus attack power downWater
Deadly poison plus defense downWind

Four things drop there, and two feed systems from other seasons, which is why elite zones outlived their launch floor.

You go there forDropHow many
Pushing a Guardian past +10Elite Guardian Enhancement StoneRequired per attempt
A +13 Blood Angel piece without the Blood Angel's SoulSealed Armor Fragment50 make one piece of Scratched Blood Angel armour, random class
Rerolling elite optionsElite Option Change Fragment50 make an Elite Option Change Stone
4th wingsGolden EmblemCrafting material

If you play Summoner, Season 14 is the season that defined her

This section applies to one class, and it matters because the Summoner on a Season 22 server is structurally the one Season 14 built. She was split into two builds, selected with a buff that holds until you die or disconnect.

BuildBuff you castFed byGainsGives up
Wizardry SummonerBerserkerEnergy and the Otherworld Book's curse powerWizardry and attack speedHP, defense, and the curse skills switch off
Curse SummonerDarkness, new in Season 14Energy and the stick's wizardryCurse power, defense, and the curse skills switch onHP, and your stat setup changes with it

Each buff is fed by the stat the other build uses, which is what catches people building her.

The reworked Explosion, Requiem, Pollution, Weakness and Innovation skills

The skill rework aged best. Explosion, Requiem and Pollution came off the Otherworld Book to become parchment skills with far shorter animations and cooldowns, their damage-over-time converted to normal damage, which is what made her an attacker. Weakness and Innovation became magic circles centred on her, and the master tree can add enemy elemental attack and defense reduction.

Death Scythe, the Summoner's Season 14 skill
Death Scythe arrives with an explosion, then trails you and keeps swinging.

Death Scythe is her signature here: not a cast you aim but a thing you summon that follows you, so it opens a pull rather than finishing one.

Unlocked byElementPowered byReachBehaviour
Pollution Mastery 10PDarkness pentagramCurse power6 tiles, up to 6 targetsLands with an explosion, follows you while attacking, vanishes 10 seconds after you stop
The revised Summoner master skill tree
Chaos tree for Explosion, Requiem and Pollution; Honor tree for Berserker and Darkness.
The four mastery Otherworld Books from Blood Angel up to Soul

Her books follow the same four mastery rungs as everyone's weapons: eleven points of curse power a step, requirements that barely move.

RungOtherworld BookLevelCurse powerReq. AGI / ENE
1Blood Angel Book40089%177 / 702
2Dark Angel Book600100%180 / 713
3Holy Angel Book800111%186 / 727
4Soul Book900123%188 / 742

Two option changes came with them: the wizardry option on excellent Otherworld Books is now curse power, and on mastery armour it reads wizardry / curse power.

Three ways Season 14 still pays you

Strip out the class and the maps and what is left is income: a second mastery earring, a Ruud item that turns kills into loot, and a level reward.

The Ancestor's Earrings and the Ancestor's Refining Mold

The Ancestor's Earring is the second mastery earring, 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. It rerolls your options, and failure costs the materials and drops the earring to +0.

EarringLevelFixed optionsRandom options, 1 to 3 of them
Left700Attack / wizardry / curse power 66–69, elemental defense 36Max HP 400, skill attack power 19, mastery attack or wizardry 38, mastery excellent damage 65, mastery critical damage 65
Right750Attack / wizardry / curse power 106–109, elemental defense 94Max mana 400, excellent damage rate 5%, critical damage rate 5%, AG recovery 10, attack speed 7

The sides are not interchangeable: the right doubles the fixed line and rolls rates and speed, the left rolls flat mastery values. Wearing both from one season adds ignore enemy defense 2% and all stats +5.

Enhancement level on the base is the whole gamble.

Base earring+11+12+13+14+15
Chance the upgrade works60%70%80%90%100%

The Monster Soul Converter, and the Thursday deadline

Priest James sells Monster Soul Converters: carry one, kill the monsters it names, then right-click it and choose a reward category. Souls count for your whole party, you hold one at a time, and purchases are capped weekly. The trap is the clock: an unfinished converter expires at the Thursday maintenance, when the list also rotates. Finish it and it becomes permanent.

ConverterPriceRecommended levelCan pay accessories
Level 5800 Ruud1,000+Yes
Level 4700 Ruud900+No
Level 3600 Ruud800+No
Level 2500 Ruud600+No
Level 1400 Ruud400+No

Each conversion pays one guaranteed and one random item from the category you pick: Ruud (400 guaranteed, 200 to 4,000 random), jewels, elemental items such as runes, pentagrams and errtels, or accessories. Only the level 5 converter rolls accessories, and it is the one source of Earrings of Wrath outside Mos.

Archmage Etramu, the Season 14 level reward muun
Archmage Etramu, the payout for hitting 1,100 before the season ended.

The cap moved from 1,100 to 1,150, and reaching 1,100 before the next season paid a box: 30 days in the Gremory Case, 14 once withdrawn, holding the Archmage Etramu muun, elemental defense +10, running at 20x for 30 days and wearable next to a premium muun. That reward is closed; the ceiling is not. Later seasons raised the cap again, so read 1,150 as the Season 14 line — Season 15 picks it up there.

The client changes you stopped noticing

Most players use several of these daily without knowing where they came from. SWITCH mode is the headline. Ctrl + F drops the client into a low-resource view that still reports your helper state, level and experience, zen, and free space in your inventory, event inventory and personal store, refreshing the screen as a still image at your chosen interval. It can start itself after an idle period, and if you run several clients it is the biggest thing here for you.

ChangeWhat it means at the keyboard
Jewel stackingJewels stack and split for free, up to 50 a stack. Jewel bundle items were retired
Warehouse and castle taxSingle deposit and withdrawal limit raised from 100 million to 1 billion zen
MU HelperAutomatic muun repair at 5 durability using a Jewel of Life, nearest-target selection, and a dense monster target option
Quest windowTabs for guide, class change, tutorial, reward and repeatable quests, an instant move button on every quest, and 3 quests shown at a time up to 20
Personal storesLucky Charms and Chaos Combination Charms became sellable
Divine PunishmentThe Errtel of Radiance option capped at 250,000 damage

The jewel stacking row changed how MU is played rather than how it looks: fifty to a stack is why bulk trading is routine, and why our custom jewel system is worth reading before you hoard.

What to actually do about Season 14

  • Pick the Rune Wizard for a caster who can stand in the pack, build energy, and save Burst and Haste for a boss.
  • Do not skip the absolute maces. A Blessed Absolute at 80% wizardry outlives the mastery steps people rush toward.
  • Treat 900 and 1,000 as the real milestones; both upgrades are 100%, so the cost is the base item and the Ruud.
  • Keep a Jewel of Bless on any character wearing a Guardian, and stop enhancing it at +10.
  • Buy the level 5 converter if you want accessories, and finish it before Thursday maintenance.
  • Do not plan around Atlans Abyss floor 3 as the elite zone; that flag moves.
  • Press Ctrl + F before you complain about client performance.

Our server runs Season 22 on the latest server files, opens on 30 October 2026, with high exp, stats capped at 32,700, events and mini-bosses all day, and a custom jewel system. Make an account and roll a Rune Wizard.

Season 14 on a Season 22 server
  • Still a live choice: the Rune Wizard, mace and shield, energy-based, with a full 4th class change at level 800.
  • Still on your path: Soul weapons at 900 and Frigid Blue Eye armour at 1,000, both 100% upgrades from a +11 / 16-option base.
  • Still has upkeep: Guardians drain vitality as you wear them, and a Jewel of Bless is the only refill.
  • Moved on: Atlans Abyss floor 3 was the elite zone in 2019. The flag follows the top hunting ground, so check your server.
  • Still income: the level 5 Monster Soul Converter is the Earring of Wrath source outside Mos, and it dies at Thursday maintenance.
  • Still in your client: SWITCH mode on Ctrl + F, 50-jewel stacks and the 1 billion zen warehouse limit.