Season 15 (2019-2020) is the biggest content season since the Grow Lancer. It adds the Slayer, a short-sword assassin who is the first new class since Season 14, together with the Blue Eye 5th mastery weapons and the Ancestral Silverheart 6th mastery armour, two new hunting grounds in the Scorched Canyon and Crimson Icarus with elite zones in both, the Ice Dragon 2nd Guardian, the Earring of Honour, Excellent socket necklaces, a rebuilt personal store, the Helper Plus auto-hunt system, and a full Dark Knight renewal that splits the class into a Rage Knight and a Faith Knight.
The Slayer — the new class

The Slayer is a composite life-form: a human from Lorencia rebuilt by Kundun into a half bat-demon. It fights with a short sword, throwing the blade at range and closing on packs at high speed. It needs no unlock — the class is available from the start and begins in Lorencia.
| Setting | Value |
|---|---|
| Creation | Available by default |
| Starting town | Lorencia |
| Base life / mana | 130 / 10 |
| Base strength / agility / vitality / energy | 28 / 30 / 15 / 10 |
| Class names | Slayer → Royal Slayer → Master Slayer → Slaughterer |
| Set party | Slayer + Dark Knight + Summoner |

Desmodus is a grade 3 muun exclusive to the class. Its base ability lets the muun use attack skills (not in PvP) and its 30-day period ability doubles muun attack-skill speed. It is grown through the class-change quests: the 1st, 2nd and 3rd class-change quests each hand back a level 1 Desmodus, and the 4th class-change quest gives a Desmodus Evolution Stone.
Skills
The Slayer borrows five Dark Knight skills — Twisting Slash, Uppercut, Lunge, Cyclone and Rageful Blow — and adds four of its own.

| Skill | Requirements | Attribute | What it does |
|---|---|---|---|
| Sword Inertia | Level 30, Str 50, Agi 100 | Darkness | Dashes left and right throwing three short swords that fly out and boomerang back; one hit per blade. |
| Bat Flock | Level 270, Str 100, Agi 380 | Darkness | Sends a flock of bats forward for two hits plus damage over time. |
| Fierce Attack | Str 300, Agi 1,100, Bat Flock + Bat Flock Mastery 10 | Darkness | Blinks onto the targets for two melee hits and returns. Against a target already suffering Bat Flock's damage over time it strikes the weak point for two extra hits. |
| Detection | Level 300, Agi 800 | None | Reveals every living thing around the character on the mini-map. 5 second cooldown. |

Two more skills arrive with the mastery tiers. Detection enhancement (10/10) widens Detection to 500 tiles, and Demolish — bought for Ruud from Priest James in Elbeland, requiring level 400, Agi 1,450 and Master Slayer — spends 3% of your own skill attack power to give you and the party a partial ignore-defence effect for 40 seconds on a 60 second cooldown. Its two master skills cut the cooldown and raise the ignore-defence value.
Starter gear comes from Wandering Merchant Alex (115, 120) in Lorencia, who sells the low-level short swords, wings and the four skill orbs.
Slayer wings and armour

| Wings | Requirement | Defence | Damage increase | Damage decrease |
|---|---|---|---|---|
| Wings of Silence | Level 400, 3rd class change | 60 | 39% | 39% |
| Wings of Condemnation | Level 800, 4th class change | 140 (attack 100) | 55% | 43% |
Wings of Silence roll up to two options out of complete mana recovery +5%, complete life recovery +5%, reflect +5% and ignore defence +5%. Wings of Condemnation follow the 4th-wing rules: one to four random options out of eleven, plus zero or one elemental option on top of the elemental defence base.

The Slayer gets a full ladder of its own armour. Socket sets cover the 380–400 band, then the angel tiers run to level 1000.
| Set | Level | Helm | Armour | Pants | Gloves | Boots |
|---|---|---|---|---|---|---|
| Fidelity (socket) | 380 | 65 | 77 | 70 | 47 | 59 |
| Trace (socket) | 400 | 74 | 86 | 79 | 56 | 68 |
| Blood Angel Slayer | 400 | 112 | 135 | 127 | 103 | 116 |
| Dark Angel Slayer | 600 | 133 | 146 | 138 | 113 | 126 |
| Holy Angel Slayer | 800 | 187 | 200 | 192 | 167 | 180 |
| Soul Slayer | 900 | 235 | 248 | 241 | 216 | 229 |
| Blue Eye Slayer | 1000 | 284 | 297 | 289 | 265 | 278 |
Defence values, in order helm / armour / pants / gloves / boots. Each tier also has an upgraded four-part version — Harsh Dark Angel, Holy Angel of Punishment, Soul Slayer of Awakening and Frigid Blue Eye — worth roughly ten more defence per piece and carrying the real set bonuses:
| Upgraded set | 2 set | 3 set | 4 set |
|---|---|---|---|
| Harsh Dark Angel Slayer | Skill attack power +30, Strength +70 | Double damage rate 15%, attack power +75 | Critical and excellent damage rate +18%, ignore defence 7%, all stats +15, base defence +30 |
| Holy Angel Slayer of Punishment | Skill attack power +35, Strength +90 | Double damage rate 18%, attack power +100 | Critical and excellent damage rate +20%, ignore defence 9%, all stats +20, base defence +40 |
| Soul Slayer of Awakening | Skill attack power +40, Strength +100 | Double damage rate 18%, mastery attack power | Critical and excellent damage rate +20%, ignore defence 9%, all stats +25, triple damage 2% |
| Frigid Blue Eye Slayer | Mastery skill attack power, mastery Strength | Double damage rate 18%, mastery attack power | Critical and excellent damage rate +20%, ignore defence 9%, triple damage 4%, mastery max life |
The Slayer's own weapon line runs Blood Angel Short Sword (400, 296–306) → Dark Angel (600, 351–361) → Holy Angel (800, 415–425) → Soul (900, 477–497) → Blue Eye (1000, 539–570), all at attack speed 45.
The Slaughterer — the Slayer's 4th class change
The Slayer's 4th class is the Slaughterer. The quest opens at level 800 after the 3rd class change, and is taken from Lorencia NPC Cent (131, 147).
| Quest | What you do | Reward |
|---|---|---|
| Cent's Qualification Test | Win a 1 vs 1 duel against NPC Cent | 20 stat points |
| New Battle (1) | Survive the time limit against the Deep Dungeon Larva, Skeleton Warrior and Cyclops | 30 stat points |
| New Battle (2) | Beat NPC Cent and Deep Dungeon monsters inside the time limit | 50 stat points and a Grey Scroll of Oblivion |

All three of the Slayer's own attack skills get an enhancement branch, each with the same seven nodes. The debuff options and the debuff-explosion passives are the standard ones shared by every class.
| Node | Sword Inertia | Bat Flock / Fierce Attack | Points |
|---|---|---|---|
| Enhancement | Skill attack power | Skill attack power | 1/20 |
| Second node | Damage count +1 | Cast range +1 tile | 15/15 |
| Additional damage rate | Chance of additional damage | Chance of additional damage | 1/20 |
| Fourth node | Splash damage added | Attack range +1 tile | 10/10 |
| Target increase | +1 target | +1 target | 10/10 |
| Skill damage | Skill damage | Skill damage | 1/20 |
| Weapon attack power | Equipped weapon attack power (%) | Equipped weapon attack power (%) | 1/20 |
Sword Inertia carries the Bleeding and Poison debuffs; Bat Flock and Fierce Attack both carry Poison and Frost.
Blue Eye — the 5th mastery weapons

The 5th mastery tier is the Blue Eye weapon. It is forged at the Chaos Goblin from a Soul weapon enhanced to +11 with 16 options, and the upgrade is 100% — the weapon type, Luck and the Excellent options all carry over.

| Upgrade | Base item | Material | Jewels | Rate |
|---|---|---|---|---|
| Soul weapon → Blue Eye weapon | +11 / 16 option Soul Excellent weapon | Blue Eye Anvil — 100,000 Ruud from Priest James in Elbeland | Bless ×30, Soul ×30, Chaos ×1, Creation ×1 | 100% |
| Frigid Blue Eye armour → Ancestral Silverheart | +11 / 16 option Frigid Blue Eye set armour | Ancestral Soul — 50,000 Ruud from Priest James | Bless ×30, Soul ×30, Chaos ×1, Creation ×1 | 100% |
Every Blue Eye weapon needs level 1,000 and shares one Excellent block: excellent damage rate +10%, attack or magic speed +7, life and mana recovery of (stat/8) per kill, attack or wizardry +2.2 per 20 levels and attack power +62. On the Blue Eye Book the per-20-levels line reads curse power instead.
| Weapon | Class | Attack power | Speed | Requirements |
|---|---|---|---|---|
| Blue Eye Sword | Blade Master | 552–562 | 40 | Str 1,014 / Agi 322 |
| Blue Eye Magic Sword | Duel Master | 551–561 (wizardry 80%) | 45 | Str 731 / Agi 448 / Ene 156 |
| Blue Eye Staff | Grand Master | 204–218 (wizardry 136%) | 30 | Str 322 / Agi 103 |
| Blue Eye Bow | High Elf | 704–722 | 45 | Str 224 / Agi 1,193 |
| Blue Eye Quiver | High Elf | 507–531 | 55 | Str 217 / Agi 1,179 |
| Blue Eye Scepter | Lord Emperor | 550–564 (pet 88%) | 40 | Str 716 / Agi 164 |
| Blue Eye Stick | Dimension Master | 187–195 (wizardry 138%) | 30 | Str 274 / Agi 108 |
| Blue Eye Book | Dimension Master | curse power 135% | 50 | Agi 192 / Ene 984 |
| Blue Eye Claw | Fist Master | 454–464 | 35 | Str 606 / Agi 197 |
| Blue Eye Lance | Mirage Lancer | 345–357 | 40 | Str 461 / Agi 315 |
| Blue Eye Rune Mace | Majestic Rune Wizard | 178–183 (wizardry 111%) | 50 | Str 308 / Agi 108 / Ene 1,102 |
| Blue Eye Short Sword | Slaughterer | 539–570 | 45 | Str 336 / Agi 1,067 |
The Sword, Magic Sword, Bow, Scepter, Claw and Lance keep their skill — Twisting Slash, Power Slash, Triple Shot, Force Wave, Phoenix Shot and Lunge respectively.
Ancestral Silverheart — the 6th mastery armour

The 6th mastery set is Ancestral Silverheart, worn at level 1,100 and upgraded 100% from +11 / 16 option Frigid Blue Eye armour with the Ancestral Soul. The wearing class, equipment slot, Luck and the all-stats option are kept. Silverheart also drops raw in the Scorched Canyon, and the Excellent version drops in Crimson Icarus.
The tier introduces one new option, mastery damage decrease. Like every mastery option it scales with the item's enhancement level, and the growth rate differs by class and by item type.
| Set bonus | Effect |
|---|---|
| 2 set | Mastery skill attack power, mastery main stat (Strength or Energy) |
| 3 set | Double damage rate +18%, mastery attack power or wizardry |
| 4 set | Mastery critical damage, mastery excellent damage, ignore enemy defence +9%, mastery all stats, mastery base defence, critical damage rate +20%, excellent damage rate +20%, triple damage +6%, mastery max life, mastery damage decrease |
Defence sits in the 310–365 range on every class. A few examples, in order of the four pieces each class wears:
| Class | Pieces | Defence |
|---|---|---|
| Dragon Knight | Helm, armour, pants, boots | 341 / 364 / 354 / 340 |
| Soul Wizard | Helm, armour, pants, gloves | 321 / 329 / 326 / 315 |
| Noble Elf (attack) | Helm, armour, pants, gloves | 336 / 342 / 338 / 327 |
| Magic Knight (strength) | Armour, pants, gloves, boots | 363 / 339 / 333 / 338 |
| Empire Lord | Helm, armour, pants, gloves | 319 / 339 / 326 / 315 |
| Dimension Summoner | Helm, armour, pants, gloves | 323 / 335 / 326 / 314 |
| Fist Blazer | Helm, armour, pants, boots | 317 / 345 / 334 / 323 |
| Shining Lancer | Helm, armour, pants, gloves | 311 / 313 / 324 / 321 |
| Rune Wizard | Helm, armour, pants, gloves | 326 / 335 / 332 / 322 |
The energy Elf set is the exception: it trades the damage bonuses for defence improvement +51%, attack power improvement +51%, +45% defence while a shield is equipped, defence +270 and max life +550.
Scorched Canyon

The Kanturu refugees who fled Feria settled in this canyon and began preparing their revenge on Kundun, until the faction that wanted to surrender was turned into Lemuria's soulless soldiers and sent back to destroy the slum. The heroes of MU come here to put those souls to rest.
| Setting | Value |
|---|---|
| How to get there | Move command window (M), or the north portal of the Tarkan safe zone |
| Move cost | 50,000 zen |
| Entry level | 1,050 |
| Penalty-free level | 1,070 |
| Main drop | Silverheart armour |
| On death or reconnect | You return to the canyon safe zone |

| Monster | Level | Attributes | Behaviour |
|---|---|---|---|
| Scorched Warrior | 470 | Fire, water, earth, wind, darkness | Huge melee brute swinging a great sword |
| Scorched Wizard | 470 | Fire, water, earth, wind, darkness | Ranged caster with area magic |
| Scorched Assassin | 480 | Fire, water, earth, wind, darkness | Fast melee attacker with sharp claws |

Later in the season the canyon gained elite zones holding (Elite) Scorched Warrior, Assassin and Wizard. Elite monsters carry elite debuff options and elite skills, and every hit they land applies their elite debuff with a 100% chance.
Crimson Icarus
While the scholars of Medea were still studying Icarus they found a second sky one step below it — a place of red clouds and ill-boding energy that they named Crimson Icarus.
| Setting | Value |
|---|---|
| How to get there | Move command window for 50,000 zen, or on foot through Lost Tower (1, 238) |
| Entry level | 1,070 |
| Penalty-free level | 1,100 |
| Requirement | Wings or a mount must be equipped to enter |
| Main drops | Excellent Silverheart armour, Excellent socket necklaces |
It is an elemental hunting ground, so the monsters carry attributes and have excellent damage rate resistance, critical damage rate resistance, damage absorption and debuff rate resistance.

| Monster | Level | Behaviour |
|---|---|---|
| Crimson Alquamos | 490 | Ranged |
| Crimson Queen Rainer | 490 | Ranged |
| Crimson Mega Crust | 495 | Area attacks |
| Crimson Alpha Crust | 495 | Area attacks |
| Crimson Phantom Knight | 500 | Melee |

Five elite zones sit inside the map, one per element: fire (41, 18), water (52, 205), earth (157, 20), wind (148, 206) and dark (188, 98). Each holds (Elite) Crimson Giant Drakan and (Elite) Crimson Dark Phoenix at level 500. Elite monsters are immune to the same things boss monsters are, and every attack applies the element's debuff pair.
| Elite element | Debuffs applied to you |
|---|---|
| Fire | Bleeding, attack power decrease |
| Water | Deadly poison, attack power decrease |
| Earth | Bleeding, attack speed decrease |
| Wind | Deadly poison, defence decrease |
| Dark | Bleeding, defence decrease |
Those debuffs are reduced by the elite resistance option on your Guardian. Elite monsters also drop four items of their own, some capped per week and reset weekly:
| Drop | What it does |
|---|---|
| Elite Option Change Fragment | 50 of them make an Elite Option Change Stone, which rerolls a Guardian's elite option |
| Sealed Armour Fragment | 50 make one part of Scratched Blood Angel armour, which crafts Blood Angel without the Soul of Blood Angel — a success gives a +13 piece |
| Golden Crest | Crafting material for 4th wings and capes |
| Elite Guardian Enhancement Stone | Needed to enhance a Guardian past level 11 |
The Earring of Honour

The 3rd mastery earring is the Earring of Honour. Wearing the left and right earring of the same season together gives the season set bonus. The right earring needs level 800, the left level 750, and both enhance to +15 at the Chaos Goblin using refining stones. The earring itself can also be used as a refining-stone material.
It is made by upgrading a 2nd mastery earring with the Refining Mould of Honour from the Ruud shop plus Bless ×20, Soul ×20, Chaos ×1 and Creation ×1. A left earring produces a left earring, a right produces a right. A failure destroys the materials and drops the earring to +0. The options are rerolled by the upgrade — an earring with three options keeps at least two.
| Base earring | Success rate |
|---|---|
| +15 | 100% |
| +14 | 90% |
| +13 | 80% |
| +12 | 70% |
| +11 | 60% |
| Earring of Honour (left) | Earring of Honour (right) | |
|---|---|---|
| Base option | Attack / wizardry / curse power 132–135, elemental defence 102 | Attack / wizardry / curse power 172–175, elemental defence 160 |
| Random options (1–3) | Max life +600, skill attack power +21, mastery attack power or wizardry +56, mastery excellent damage +95, mastery critical damage +95 | Max mana +600, excellent damage rate +6%, critical damage rate +6%, AG recovery +10, attack speed +7 |
| Season bonus | Ignore enemy defence 3%, all stats +6 | Ignore enemy defence 3%, all stats +6 |
Excellent socket necklaces

Four necklaces arrive that carry Excellent options and sockets — up to three of them, holding water, wind and earth seed spheres only. Mounting and extracting is done at the Seed Master in Elbeland (46, 242). They cannot be put through refining-stone combination.
| Necklace | Type | Level | PvP option |
|---|---|---|---|
| Jasper Necklace | Attack | 850 | – |
| Lapis Lazuli Necklace | Wizardry | 850 | – |
| Battle Jasper Necklace | Attack | 850 | Ignore defence rate resistance 3% |
| Battle Lapis Lazuli Necklace | Wizardry | 850 | Ignore SD rate resistance 3% |
Up to two Excellent options roll from: excellent damage rate 10%, attack or wizardry +1 per 20 levels, attack or wizardry power 2%, attack and magic speed +7, and life or mana of (stat/8) on a kill. The socket options are the usual defensive list — defence, defence success rate, shield defence, damage decrease, reflect, life and mana recovery, max life and mana, max AG, AG recovery and the four stats.
The socket bonus depends on the order of the elements you mount:
| Bonus | Socket 1 | Socket 2 | Socket 3 |
|---|---|---|---|
| Max life increase | Earth | Wind | Water |
| Defence increase | Water | Earth | Wind |
They drop with up to two Excellent options and up to three sockets already open, plus a chance of a 0–3% auto life recovery option, in Deep Dungeon 1–5, the Abyss of Atlans 1–3 and Crimson Icarus.
The Ice Dragon — 2nd Guardian

The second Guardian is the Ice Dragon, an inventory-equipped mount worn at level 900. An Ice Dragon (Rare) exists with identical stats and a different colour, obtainable at a low rate from the same combination.

It is upgraded from the 1st Guardian at the Trainer NPC in Lorencia (122, 110), using the Seal of the Ice Dragon from the Ruud shop plus Bless ×20, Soul ×20, Chaos ×1 and Creation ×1. A failure destroys the materials and drops the base Guardian to +0.
| Base Guardian | Success rate |
|---|---|
| +15 | 100% |
| +14 | 90% |
| +13 | 80% |
| +12 | 70% |
| +11 | 60% |
Its base options are movement speed increase and attack speed +7. On top of that it rolls one to three normal options — defence per 20 levels and attack, wizardry or curse power per 20 levels (both up to level 1,100), elemental defence and elemental attack power — and exactly one of five elite resistance sets, which is what protects you in the elite zones:
| Type | Resistances |
|---|---|
| Fire | Bleeding damage, attack power decrease |
| Water | Deadly poison damage, attack power decrease |
| Earth | Bleeding damage, attack speed decrease |
| Wind | Deadly poison damage, defence decrease |
| Dark | Bleeding damage, defence decrease |
A successful upgrade rerolls the normal options (three become at least two) and always rerolls the elite resistance option. Dismantling a Guardian now returns only the Guardian Enhancement Stone.
Skill enhancement tree improvements

The debuff half of the tree is rebuilt around a magic circle that forms on the character as you keep using skills. It lasts 10 seconds, has a 20 second cooldown, a base debuff success rate of 100, a radius of 6 tiles and a cap of 7 targets, and applies its debuff once per second depending on the monster's debuff defence rate.
| New debuff option | What it does |
|---|---|
| Magic circle creation rate increase | Raises the chance the circle forms. At 10P the rest of the debuff icons unlock and can be taken in any order. |
| Upper debuff effect added | The circle can apply upper debuffs: Poison → Intoxication, Frost → Freeze, Bleeding → Hemorrhage |
| Debuff target increase | Raises the 7-target cap |
| Debuff range increase | Widens the 6-tile radius |
| Debuff success rate increase | Take 1P at a time when new monsters resist the debuff |
| Magic circle duration increase | Longer circle — enough duration covers the cooldown |

The explosion branch detonates an upper debuff with a matching active skill:
| Debuff state | Explosion skill |
|---|---|
| Intoxication | Poison Storm |
| Freeze | Frozen Slayer |
| Hemorrhage | Bleeding Hit |
Two new explosion options come with it. Explosion range effect spreads the damage to everything in range with no reduction for extra targets, and explosion infection effect passes the debuff to targets within 3 tiles of the one you detonated, stepping them up one stage (normal → poison, poison → intoxication).
Two new side options cover the 4th wings: a passive that raises defence while 4th wings or a cape are equipped, and a debuff passive that raises attack, wizardry or curse power with them equipped. Side options now cap at 40 points instead of 30 at the same stage.
Finally, Shock and Stun are gone, monsters now have a debuff defence rate (shown in the tooltip on mouse-over) instead of a debuff resistance percentage, and every class's Shock/Stun slots were refilled with the three-debuff layout:
| Class | Skill → debuffs |
|---|---|
| Dark Wizard | Meteor Strike → frost, bleeding · Evil Spirit → frost, poison · Meteor Storm → poison, frost |
| Dark Knight | Blow → bleeding, frost · Fire Blow → poison, bleeding · Rageful Blow → poison, frost |
| Elf | Triple Shot → bleeding, frost · Multi-Shot → bleeding, poison · Focus Shot → poison, bleeding |
| Magic Gladiator | Fire Blood → bleeding, poison · Ice Blood → frost, bleeding · Blood Attack → poison, bleeding |
| Dark Lord | Chaotic Diseier → bleeding, frost · Wind Soul → frost, bleeding · Fire Burst → poison, bleeding |
| Summoner | Death Side → bleeding, frost · Lightning Shock → bleeding, frost · Aqua Beast → frost, poison · Fire Beast → poison, bleeding |
| Rage Fighter | Spirit Hook → bleeding, frost · Dark Side → frost, poison · Dragon Roar → poison, frost |
| Grow Lancer | Breche → bleeding, poison · Magic Pin → frost, bleeding · Shining Pick → frost, poison |
| Rune Wizard | Magic Arrow → poison, frost · Plasma Ball → frost, poison · Lightning Storm → bleeding, poison |
| Slayer | Sword Inertia → poison, bleeding · Bat Flock → poison, frost · Fierce Attack → poison, frost |
Dark Knight renewal
The Dark Knight splits into two builds, each opened by a skill that stays on once used.
| Build | Skill | Requirement | Effect |
|---|---|---|---|
| Rage Knight | Rage of the Sword | Strength 1,060 | Widens the usable range of attack skills and the damage range of the Blow series |
| Rage Knight | Sword Blow | Strength 1,090 | A water-element Blow that hits a wide area rather than Fire Blow's single burst |
| Faith Knight | Strong Faith | Energy 1,040 | Needs a shield. Converts you to a Faith Knight: stats convert to defence far more efficiently and you gain a base defence bonus |
| Faith Knight | Solid Protection | Energy 1,052 | Converts part of the party's max life into your own using Agility, takes a share of their damage using Energy, and raises their attack power |
The master tree gains Rage of the Sword Mastery (+1 tile of attack range), Strong Faith Enhancement (base defence), three Solid Protection nodes (conversion amount, damage taken on their behalf, party attack power) and two Destruction Strike nodes. Weapon-skill enhancement options were removed and some skills moved. The skill enhancement tree adds branches for Destruction Strike (deadly poison, freeze), Sword Blow (deadly poison, bleeding) and Solid Protection.

Five mastery shields arrive, all carrying the new option damage taken on another's behalf reduced by shield defence × 0.1 — so the higher the shield's defence, the less of your party's damage hurts you.
| Shield | Level | Defence (rate) | Requirements | Base defence per 20 levels |
|---|---|---|---|---|
| Blood Angel Shield | 400 | 45 (110) | Str 203 / Agi 151 / Ene 860 | +1.5 |
| Dark Angel Shield | 600 | 54 (112) | Str 214 / Agi 153 / Ene 885 | +1.6 |
| Holy Angel Shield | 800 | 63 (114) | Str 222 / Agi 155 / Ene 930 | +1.8 |
| Soul Angel Shield | 900 | 72 (116) | Str 236 / Agi 161 / Ene 965 | +2.0 |
| Blue Eye Shield | 1000 | 81 (118) | Str 239 / Agi 175 / Ene 940 | +2.2 |
Each rolls up to two random Excellent options from reflect 5%, defence success rate +10%, max life, max mana and damage decrease — the life, mana and damage-decrease values scale with the tier (165/165/45 on Blood Angel up to 242/242/66 on Blue Eye).
A matching Faith armour line runs alongside them, all requiring Agi 125–135 and Ene 755–769 per piece:
| Faith set | Level | Helm / armour / pants / boots | Headline set bonus |
|---|---|---|---|
| Blood Angel Knight | 400 | 131 / 155 / 144 / 127 | Solid Protection party attack +50, all stats +10 |
| Dark Angel Knight | 600 | 158 / 182 / 171 / 155 | Solid Protection party attack +80, all stats +15 |
| Holy Angel Knight | 800 | 213 / 237 / 226 / 210 | Solid Protection party attack +110, all stats +20 |
| Soul Knight | 900 | 263 / 285 / 276 / 262 | Solid Protection party attack +140, triple damage +1% |
| Blue Eye Knight | — | 311 / 335 / 325 / 310 | Solid Protection party attack +170, triple damage +2% |
| Silverheart Knight | — | 361 / 384 / 375 / 360 | Solid Protection party attack +200, triple damage +3% |
The last two sets have no wear level printed in the original patch note. One more quality-of-life change came with the renewal: mastery swords can now be worn on Strength or Energy — meeting either one is enough.
Levels, enhancement and the event maps
Season 15 raised the level cap twice. Part 1 took it from 1,150 to 1,200, and Part 2 from 1,200 to 1,250. Each cap came with a season reward: reaching 1,150 gave the Elf Queen Runedil muun (skill attack power +15, multiplied 20× for 30 days) and reaching 1,200 gave the Magic Gladiator Gaion Karein muun (elemental defence +10, same 30-day multiplier). Both arrive through the Gremory Case with a 30-day claim window and a 14-day validity once claimed — miss either and the box is gone for good.

Item enhancement moved out of Normal Combination into its own [Equipment Enhancement] button. Everything enhances there from +1 to +15 — normal, Excellent, set, socket, 380, pentagram, wings and capes (1st to 4th, bound or not, plus monster wings and the Cape of Conqueror), mastery gear, and the Earring of Rage and Earring of Ancestors.
Materials register themselves. Up to +6 a radio button picks Bless or Soul; from +7 only Soul is allowed; at +9 the window switches to the +10–15 layout, where the Lucky Charm, Chaos Combination Charm and their elemental versions still have to be added by hand (a Lucky Charm and a Chaos Combination Charm can sit in the window together).
Event map rebanding
Chaos Castle, Blood Castle, Devil Square and Doppelganger were rebanded for the new level cap:
| Grade | Before | After | Mastery Boxes |
|---|---|---|---|
| 1 | 50–199 | 50–399 | – |
| 2 | 200–299 | 400–599 | 1 |
| 3 | 300–399 | 600–699 | 1 |
| 4 | 400–549 | 700–799 | 1 |
| 5 | 550–649 | 800–899 | 2 |
| 6 | 650–769 | 900–999 | 2 |
| 7 | 770+ | 1,000+ | 2 |
| Illusion Temple grade | Before | After | Mastery Boxes |
|---|---|---|---|
| 1 | 180–299 | 180–399 | – |
| 2 | 300–399 | 400–599 | 1 |
| 3 | 400–599 | 600–799 | 2 |
| 4 | 600–769 | 800–999 | 2 |
| 5 | 770+ | 1,000+ | 2 |
Monster stats, the related quests and the Blood Castle and Devil Square ticket drop levels were all shifted to match.
Personal store renewal

The personal store was rebuilt. It is now a list, not an inventory grid, and buyers can search and buy from stores on every channel and every hunting ground without travelling to them. Sellers can still only open a store in the safe zones of Loren Market, Lorencia, Elbeland, Noria and Devias, and a store closes automatically if the seller moves somewhere it is not allowed.

Registering an item opens a price window; a registered item leaves the inventory. While the store is closed you can click an entry to change its price or withdraw it. Bundle selling is new — two to five items registered together sell as one lot, so five Blood Angel sets for 100 Jewels of Bless change hands in a single trade.
Money and goods now arrive through a Gremory Case — Personal Store tab: 150 items maximum, a 7-day collection window, and about a one minute delay after each trade. Exceeding the cap blocks further selling and buying.
Smaller changes: keyword search from two characters up (autocomplete still handles single characters), searches that distinguish agility from energy Elf items and wizard from knight Magic Gladiator items, per-tier seed sphere search, a ban on pricing a jewel in the same jewel, and the removal of the Jewel of Chaos as a currency entirely. All existing stores were closed and their contents moved into the Gremory Case.
Helper Plus and party improvements

Helper Plus is a crown-shaped button next to the MU Helper button that recruits a party, finds a hunting ground and starts hunting on its own. It runs while you are solo or the party leader — never as a party member — and not in Valley of Loren, Loren Market, the Event Map Square or the Labyrinth of Dimensions.

Each of the four party slots is set to direct registration (type a name and it is invited on start), party matching (registered publicly with your saved settings) or not registered (nobody can take it). Setting all four to not registered gives you solo play.
Hunting grounds of Deventer difficulty or above can be chosen along with the spot and the monster element. Helper Plus searches your own channel first, then the others, moves the party there with Helper delegation, and shuts itself down if no channel has a free spot. Hunting grounds assigned through the MU Helper never overlap between players.
The party system was tightened up around it. Parties now survive everyone logging off — a member with no login for 30 days is dropped, and a leader with no login for 30 days disbands the party. Party members on different channels stay in the party and can use party content, sharing experience and MU Helper buffs once they are in the same place. Helper delegation and auto-move-to-party-member now work across channels and inside Valley of Loren and Crywolf, and you can invite distant friends straight from the friends list.
Party matching gained an Energy Elf required option, which reserves one slot for a character whose Energy is higher than its Agility or is at least 1,500, and a Check Info button that shows a party's composition before you apply.
Live improvements

Simple UI is an alternative layout that replaces the full HUD with a short quick menu you assemble yourself. Opening the full menu puts the bar into edit mode: click a quick-menu button, then the full-menu button you want in its place, or click two quick-menu buttons to swap them. Closing the full menu ends editing.

The rest of the live pass: character slots reorder with the arrow beside each slot (they cannot jump over an empty slot), party health bars turned green so they no longer read as monster bars, the repair, split and dismantle icons were redrawn, and the free channel-move text was brightened.
Lucky items now refine through the inventory Dismantle button instead of a right-click, and equip by right-click as well as drag and drop. Jewels of Extension stack to 10. The MU Helper no longer gets stuck one tile from its starting point when another character is standing there, and it can now repair your Guardian automatically with Jewels of Bless when the Guardian's life drops to 1 — the setting sits under MU Helper [Other settings].
- New class: the Slayer and the Slaughterer 4th class
- Blue Eye 5th weapons and Ancestral Silverheart 6th armour
- Scorched Canyon and Crimson Icarus, both with elite zones
- Earring of Honour, socket necklaces and the Ice Dragon Guardian
- Dark Knight renewal: Rage Knight, Faith Knight and shields
- Personal store renewal, Helper Plus and Simple UI