MU Online Season 20 Guide

2024 – 2025 · the Alchemist, Legendary gear and level 1,700

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Most seasons on this site describe content you walk past. Season 20 is recent enough that almost none of it has been retired: its class is still on the character screen, its Legendary tier is still the layer above 10th Mastery, and its two hunting grounds still wait at level 1,500. So this is a plan rather than a changelog: which parts you will touch, when you meet them, and the few lines of the 2024 – 2025 notes already overtaken.

Why a two-year-old patch is still your ceiling

Season 20 did four big things and a pile of small ones. It added the Alchemist, a magic class built on transmutation. It put a tier called Legendary above 10th Mastery, so a finished Lightning item stopped being the end of the line. It opened two hunting grounds, the Kardamahal Underground Temple and the Swamp of Ruin, and lifted the cap from 1,650 to 1,700. Around that it rebuilt the Rune Wizard on a new stat, made Tauros the 7th Guardian and the Frigid Earring the 8th mastery earring, and tidied the interface.

The structural pieces are the ones that survive. Classes, gear tiers and maps are additive, so nothing removed the Alchemist and your best items still turn into Temple Guard gear. Unlike Season 5, this is not a museum exhibit; it is the part of the game you have not reached yet.

Where Season 20 lands on your route

Nothing here is early content. Read the table as a schedule: the left column is where you are, the right column is whether to stop.

At this pointSeason 20 content you unlockStop for it?
Character creationThe Alchemist, available by default in ElbelandOnly if you want to play her
Level 380 (Alchemist)Confusion Stone, the party skill the class exists forYes, it changes how you are invited to parties
Levels 400, 800, 1,200Alchemist 3rd, 4th and 5th wingsYes, on the usual wing schedule
Any level with a +11 LeviathanTauros, the 7th GuardianYes, if your Leviathan is already pushed high
Level 1,000, then 1,050Frigid Earring, left half then right halfYes, once you hold a Verdant pair
Level 1,450Level 5 Monster Soul Converter becomes the recommended tierOnly if you convert souls
Level 1,500Kardamahal Underground Temple, and every Temple Guard item becomes wearableYes. This is the real gate of the season
Level 1,550Swamp of Ruin opens, and Kardamahal's penalty level is behind youYes, it is the better farm of the two
Levels 1,600 and 1,650Achievement muuns delivered through the Gremory CaseYes, they cost nothing
Level 1,700The cap as Season 20 left itCheck your own server's cap

The Alchemist, and whether to roll one

Lea of Elbeland, the Alchemist class added in MU Online Season 20
Lea of Elbeland, still a current class on Season 22 files.

The Alchemist is a caster who fights with a wand in the right hand and an elixir in the left, scales her skill damage off Energy, and carries more defence than the other magic classes. She is available from the character screen with no unlock quest, so you can try her on a fresh account tonight.

Her story is set in Elbeland. Lea was turning matter into gold by the age of nine and gilded so much of her village that word reached Kundun, who invaded, killed her parents and tried to take her. She escaped, and at sixteen left to destroy him. She has not transmuted gold since.

AlchemistDetail
How you get herAvailable by default, no unlock condition
Starting villageElbeland
Damage statEnergy
Starting HP / MP110 / 80
Starting statsStr 15, Agi 20, Vit 23, Ene 25
Class ladderAlchemist → Alchemic Magician → Alchemic Master → Alchemic Force → Creator
Her set partyAlchemist, Grow Lancer and Rune Wizard
Shops in ElbelandLea (29, 236) for low level armour, Marce (36, 219) for low level weapons and the four skill books

Those starting figures are the only numbers here that a high-exp server erases completely. With stats capped at 32,700 on our Season 22 server, 25 Energy is a rounding error and so is every Energy requirement in her gear tables below. She also borrows part of the Dark Wizard's spell list.

The four transmutation skills

Angel Homunculus, Ignition Bomber, Countless Weapon and Confusion Stone, the Alchemist skills
Three ways to clear a spot, and one reason to bring her to a party.

Her own list is short: three skills kill things and one changes the maths of a hunting ground. Energy is the learning requirement, and the gate column is what you need alongside it.

SkillEnergyOther gateCooldownWhat it does for you
Angel Homunculus70NoneNoneTwo homunculi are transmuted and fight on your behalf, striking several targets at once
Ignition Bomber680Alchemic MagicianNoneA rune circle erupts in fire pillars and burns everything standing inside it
Countless Weapon1,025Alchemic Master, Ignition Bomber learned and 10 points in its enhancementNoneThrown blades of energy scatter across the targets packed around you
Confusion Stone850Level 3805 minutes, for a 5 minute effectOne extra field monster is summoned for the whole party

Confusion Stone is the entire argument for the class, so read its small print first. Only one stone is active per party, so a second Alchemist adds nothing. The summoned monster vanishes in roughly a minute if nobody kills it, which makes the skill worthless in a party that is not already clearing fast. And the experience it hands over scales with your alchemy rate, which grows with Vitality and tops out at 100%, so a no-Vitality Alchemist runs her signature skill at a discount.

Gearing an Alchemist, from Amber to Legendary

The twelve Alchemist wand tiers from Amber to Lightning
Twelve wand tiers, with the Legendary pair one step above Lightning.
Alchemist elixirs, the off-hand half of the Season 20 caster pair
The elixir is a real weapon in the left hand and carries its own magic value.

Her wand and her elixir are upgraded as a matched pair and share one tier ladder with her armour, so there is no reason to read them as three lists. Every wand swings at speed 35 and every elixir at speed 30, at every tier, which is why speed is not a column. The four early sets, Spirit, Holy Spirit, Red Spirit and Radiant, carry no published defence, so the armour column starts at Dark Angel.

TierWand magicWand %Elixir magicElixir %Excellent armour defence (helm / armour / pants / gloves / boots)
Amber52 ~ 6065%50 ~ 5922%—
Morganite65 ~ 7075%63 ~ 6823%—
Blood Angel83 ~ 8592%82 ~ 8430%—
Dark Angel109 ~ 115102%107 ~ 11333%124 / 137 / 127 / 116 / 120
Holy Angel141 ~ 147114%140 ~ 14643%177 / 192 / 184 / 171 / 174
Soul156 ~ 169126%155 ~ 16849%231 / 241 / 235 / 219 / 223
Blue Eye179 ~ 192136%178 ~ 19155%275 / 292 / 280 / 266 / 271
Silver Heart202 ~ 216148%201 ~ 21562%324 / 338 / 327 / 316 / 320
Manticore224 ~ 239161%223 ~ 23868%372 / 387 / 377 / 364 / 367
Brilliant247 ~ 261174%246 ~ 26074%423 / 427 / 424 / 417 / 422
Apocalypse270 ~ 284186%269 ~ 28380%473 / 477 / 474 / 471 / 472
Lightning291 ~ 305199%289 ~ 30386%526 / 530 / 528 / 520 / 522
Temple Guard (Legendary)357 ~ 371262%355 ~ 369149%See the class set table below

Requirements are the other half of the ladder, and they flatten out early. From Silver Heart upwards the wand asks for nothing more, and from Manticore upwards neither does the elixir.

TierWand requiresElixir requires
AmberStr 68, Agi 33, Ene 137Agi 90, Ene 155
MorganiteStr 78, Agi 37, Ene 186Agi 91, Ene 210
Blood AngelStr 93, Agi 35, Ene 300Agi 98, Ene 307
Dark AngelStr 97, Agi 42, Ene 367Agi 108, Ene 323
Holy AngelStr 99, Agi 44, Ene 413Agi 112, Ene 331
SoulStr 101, Agi 47, Ene 452Agi 114, Ene 344
Blue EyeStr 103, Agi 49, Ene 460Agi 117, Ene 350
Silver Heart and above, Temple Guard includedStr 105, Agi 50, Ene 462Agi 119, Ene 352 at Silver Heart, then Agi 120, Ene 354 from Manticore on

One wand ignores the ladder. The Blessed Archangel's Absolute Wand rolls 173 ~ 185 magic at 94% and asks only for Str 86, Agi 38 and Ene 148, which puts its power between Soul and Blue Eye on requirements below Blood Angel. If one crosses your path it is a free jump of several tiers.

The early Alchemist armour sets, Spirit through Radiant
Spirit, Holy Spirit, Red Spirit and Radiant: sets you pass through.
Excellent Alchemist armour from Dark Angel up to Lightning
The Excellent line, Dark Angel to Lightning.

Her Excellent armour has one quirk worth knowing: the stat requirement never changes. Every tier from Dark Angel to Lightning asks for Str 177 / 198 / 188 / 130 / 146, Agi 109 / 114 / 109 / 93 / 98 and Energy 790 / 804 / 776 / 755 / 769, so a tier upgrade is never blocked by your build. The four piece (set) versions carry higher defence and set options, with Triple Damage rate climbing from 2% on Soul to 14% on Lightning. Two socket sets exist too, Integrity at 380 and Justice at 400 socket.

The Alchemist 3rd, 4th and 5th wings with the Wing Core of Pure Insight
Wing of Tiger Eye, Wing of Purity, Wing of Insight, and the core that slots into the last of them.

Wings follow the normal class-change schedule, so there is nothing unusual to plan for. The one number that stands out is defence on the fifth pair.

WingsNeedsDefenceMagicDamage increaseDamage absorb
3rd — Wing of Tiger EyeLevel 400, 3rd class45—39%39%
4th — Wing of PurityLevel 800, 4th class14010055%43%
5th — Wing of InsightLevel 1,200, 5th class90030055%43%

Damage increase and absorb stop improving after the fourth pair, so the fifth is bought for its defence and its magic. The Wing Core of Pure Insight adds +50 to wing attack, magic and curse power and mounts on either the Wing of Insight or the Wing of Inevitability.

Kardamahal and the Swamp of Ruin

These are the two maps at the top of the ladder, and on a Season 22 server they are where a finished character spends its evenings. Both are built the same way: an elemental field with a safe zone, five element-flagged elite pockets, and a drop list aimed at Legendary gear.

The Kardamahal Underground Temple map in MU Online Season 20
Kardamahal Underground Temple, the elemental field beneath Kalutan.
The Swamp of Ruin map added in MU Online Season 20
The Swamp of Ruin, the island the Swamp of Calmness monsters originally came from.
MapEntry levelPenalty levelResidentsGetting in
Kardamahal Underground Temple1,5001,550Level 950, elites 96050,000 Zen through the Move command window, or on foot through the portal at Kalutan 1 (210, 18)
Swamp of Ruin1,5501,600Level 1,000, elites 1,01050,000 Zen the same way, or the portal standing in the Swamp of Calmness safe zone (131, 117)

Both maps are elemental, so MU Helper Plus can be pointed at the main or sub-main spot of whichever element you want. Monsters carry a defensive kit the older fields never had: Excellent Damage Rate resistance, Critical Damage Rate resistance, Damage Absorption, Debuff Rate resistance and a Shock stat. A safe zone exists and you are put back in it on entry, on death and on reconnect.

The Swamp of Ruin also explains its own monster names. Explorers picking over the Swamp of Calmness found statues, a plaza, an altar and a graveyard, but nobody living. They reassembled the shattered magic circle and lit it; instead of the usual light it threw up an ominous purple pillar and carried them to a vast dark island where the creatures they knew were crackling with far more power. The ones that had crossed to the swamp had weakened with the distance. On the island they had not.

Devil Sword, Devil Scythe and Devil Sorcerer, the Kardamahal monsters
Kardamahal's three residents, all level 950.
Nephin, Sapi Queen and Shadow Master of Ruin at level 1,000
Ruin versions of three Swamp of Calmness regulars.

Six monsters between the two maps, and the last column is the one to read.

MonsterMapLevelEliteExtra typeHow it hits you
Devil SwordKardamahal950960—One-handed sword in melee, catching up to 2 characters
Devil ScytheKardamahal950960—Full 360 degree scythe sweep, catching up to 4
Devil SorcererKardamahal950960—Wide evil spirit skill on up to 5, and it drains their AG and MP
Shadow Master of RuinSwamp of Ruin1,0001,010NukeGiant axe, close range only
Nephin of RuinSwamp of Ruin1,0001,010BoltGround slam sending a shockwave through up to 3
Sapi Queen of RuinSwamp of Ruin1,0001,010AreaWooden arms whipping up to 5, and it drains their AG and MP

Elite zones, and the debuff you cannot dodge

Elite Devil Sword, Devil Scythe and Devil Sorcerer in a Kardamahal elite zone
Kardamahal's elites, ten levels up and flagged at the entrance.
The Swamp of Ruin elite monsters at level 1,010
The Swamp of Ruin elites, inside the five elemental pockets.

An elite pocket has its own flag at the entrance and its monsters are treated as bosses. They are immune to Divine Punishment, and every attack they land applies an elite debuff with 100% chance. The only thing that reduces it is the elite resistance option on your Guardian, which is why the Tauros section below matters to anyone who farms here.

Both maps use the same five elements and the same debuff pairs, so one table covers them. Keep the coordinates, because the flags are easy to miss.

ElementKardamahal entranceSwamp of Ruin entranceDebuffs that element inflicts
Fire26, 4842, 17Bleeding, and attack power reduction
Water216, 60227, 121Deadly poison, and attack power reduction
Earth46, 12624, 211Bleeding, and attack speed reduction
Wind236, 132206, 16Deadly poison, and defence reduction
Darkness237, 198201, 218Bleeding, and defence reduction

Kardamahal's elite zone did not last the season. It was removed and refilled with ordinary monsters at the same patch that opened the Swamp of Ruin's elite zone, so on current files the elite grind lives on the newer map. The Twisted Kalutan elite zone was retired a patch earlier, when Kardamahal first opened.

What the maps pay is the reason to be there. Kardamahal's ordinary monsters drop the Lightning Chaos Combination Amulet Fragment; the Swamp of Ruin's drop the Excellent socket pendant, the (Bound) Temple Guard Enhancement Stone and Excellent Temple Guard armour, which is why the Swamp is the better farm. Elites add a weekly-capped list, named slightly differently on each map.

Elite dropNamed at KardamahalNamed in the Swamp of RuinWhat you do with it
Option change materialElite Option Change PieceElite Option Change FragmentFifty of them make an Elite Option Change Stone
Sealed armour materialSealed Armour PieceSealed Armour FragmentFifty craft one part of Scratched Blood Angel armour, which then crafts a +13 Blood Angel piece with no Soul of Blood Angel needed
Guardian stoneElite Guardian Reinforcement StoneElite Guardian Enhancement StoneReinforcing a Guardian
Golden dropGolden SentenceGolden CrestCollection reward item
Shared on both mapsGaruda's Flame, Uriel's Feather and the Jewel of HarmonyHarmony refining and the usual high-end crafting

Legendary gear, the tier that moved the ceiling

The Chaos Machine combination menu with Legendary Crafting added
Legendary and Mastery Crafting as their own menu entries.

Before Season 20 a +15, 16 option, 10th Mastery item was the end of the road. Now it is a material: feed it into the Chaos Goblin with the right anvil or soul and a Temple Guard item comes back, carrying two progression bars of its own. The craft itself never fails. The gamble moved from crafting to upgrading.

You are makingWhat you feed inRuud materialJewelsZenRate
Legendary armourA +15, 16 option, 10th Mastery set armour pieceTemple Guard SoulBless x30, Soul x30, Creation x1, Chaos x1200,000,000100%
Legendary weaponA +15, 16 option, 10th Mastery Excellent weaponTemple Guard AnvilBless x30, Soul x30, Creation x1, Chaos x1500,000,000100%
Legendary shieldA +15, 16 option, 10th Mastery Excellent shieldTemple Guard AnvilBless x30, Soul x30, Creation x1, Chaos x1500,000,000100%

Armour costs less than half what a weapon does, and the four-piece block is where the big percentages live. Swords and staves need a specific anvil: Anvil (Wrath) for the Temple Guard Sword, Anvil (Faith) the Faith Sword, Anvil (Wizard) the Wizard Staff, Anvil (Magic) the Magic Staff and Anvil (White Wizard) the White Wizard Staff.

Temple Guard Anvil, Temple Guard Soul and the two Legendary enhancement stones
Two materials you buy with Ruud, and two stones you farm or pay for.
MaterialWhere it comes fromWhich step it belongs to
Temple Guard AnvilPriest James, 150,000 RuudCrafting weapons and shields
Temple Guard SoulPriest James, 75,000 RuudCrafting armour
Temple Guard Enhancement StoneKardamahal Underground Temple dropUpgrading, at the slower rate
Shining Temple Guard Enhancement StoneCash shopUpgrading, at the better rate

Three option rules were rewritten with the tier. A stat option of All Stats +7 or +15 now rolls on Legendary weapons and shields. The Jewel of Life option is gone from Legendary Excellent and set gear. And Luck now means upgrade success rate +10% instead of Jewel of Soul success +25%, with the critical damage rate +5% half untouched, which on this tier makes it one of the most valuable options in the game.

Set defence changed shape too. It is a flat value instead of a percentage, 350 at upgrade level 10 rising to 600 at level 15, and it is read from the lowest upgrade level among the pieces you wear. One lagging piece caps the whole set.

Levels and stages: how Legendary upgrading actually works

A Legendary item carries two numbers where ordinary gear carries one. The upgrade level runs 0 to 15 and raises base stats as +1 to +15 always did. The upgrade stage runs 1 to 5 inside each level and adds a per-item effect, attack power on a sword, magic power on a staff. Stages come first: a stage-5 item is the only thing the level upgrade accepts.

What you registerIf it succeedsIf it fails
An item at stage 1 to 4Stage climbs by oneStage drops by one, and never below stage 1
An item at stage 5, upgrade level 0 to 14Upgrade level climbs by one and the stage resets to 1Upgrade level is kept and the stage resets to 1

Nothing is destroyed and no level is lost, but a failed level attempt throws away four successful stage attempts, so the fifteenth level costs far more stones than the first even though the printed rate never moves.

Chaos Goblin entryMaterials per attemptBase rateZen
Elite Equipment UpgradeShining Temple Guard Enhancement Stone x1260%10,000,000
Equipment UpgradeTemple Guard Enhancement Stone x12, Jewel of Bless x1, Jewel of Soul x1, Jewel of Life x250%10,000,000

Twelve stones and ten million Zen at every level and every stage, with no scaling, which makes this the most predictable high-end system in the game. The Luck Amulet works as an optional support material; the Chaos Combination Amulet does not, and does not need to, because Legendary set equipment never disappears on a failure.

Temple Guard, class by class

The twenty Temple Guard Legendary weapons in MU Online Season 20
Every class has one. All of them wait for 5th class and level 1,500.

Every name below is prefixed Temple Guard in game; it is dropped here to keep the numbers readable. All of them need 5th class and level 1,500. Rows are grouped by how the weapon fights rather than by patch order.

ClassWeaponAttack / magicRequired statsSpeed
Dark KnightSword946 ~ 961Str 1,006, Agi 32740
Dark KnightFaith Sword946 ~ 961Str 52, Agi 327, Ene 93640
Magic GladiatorMagic Sword946 ~ 956 / 110%Str 743, Agi 458, Ene 16445
Magic GladiatorMagic Two-Handed Sword1,290 ~ 1,340 / 110%Str 743, Agi 458, Ene 16445
Dark LordScepter1,067 ~ 1,091Str 710, Agi 16640
Rage FighterClaw852 ~ 872Str 595, Agi 19935
Grow LancerLance680 ~ 707Str 448, Agi 32040
SlayerShort Sword913 ~ 1,004Str 341, Agi 1,08145
Illusion KnightBlade946 ~ 978Str 362, Agi 1,10245
ElfBow1,432 ~ 1,475Str 206, Agi 1,20455
ElfQuiver844 ~ 863Str 199, Agi 1,19060
Gun CrusherMagic Gun458 ~ 472 / 221%Str 379, Agi 322, Ene 85250
Dark WizardWizard Staff339 ~ 347 / 260%Str 308, Agi 10630
Magic GladiatorMagic Staff339 ~ 347 / 260%Str 308, Agi 10630
White WizardWhite Wizard Staff339 ~ 347 / 260%Str 308, Agi 10630
White WizardMagic Book225 ~ 235 / 148%Agi 192, Ene 49430
SummonerStick317 ~ 343 / 239%Str 278, Agi 11230
SummonerBookCurse 230%Agi 206, Ene 76050
Rune WizardRune Mace338 ~ 356 / 267%Str 294, Agi 113, Ene 1,10850
MageOrb329 ~ 343 / 262%Str 171, Agi 87, Ene 47430
AlchemistWand357 ~ 371 / 262%Str 105, Agi 50, Ene 46235
AlchemistElixir355 ~ 369 / 149%Agi 120, Ene 35430
The Temple Guard Wand and Temple Guard Elixir for the Alchemist
The Alchemist's Legendary pair joined the tier in October 2025, a year after the rest.

Three details do not fit in the table. The Alchemist pair also lists an attack success value, 150 on the wand and 80 on the elixir. Her requirements match the Lightning tier, so there is no stat wall into Legendary. And every Legendary weapon carries a fixed Excellent damage rate +10% plus one or two rolls from attack speed +7, life or mana on kill, attack power +3.4 per 20 levels, and attack power +97.

The four Temple Guard Legendary shields in MU Online Season 20
Only four classes get a Legendary shield, and one of them gets a different option list.
ShieldClassDefenceDefence rateRequired stats
Lord ShieldDark Lord152200Str 687, Ene 157
Lancer ShieldGrow Lancer151198Str 435, Ene 308
Fairy ShieldElf144195Str 94, Ene 926
Temple Guard ShieldDark Knight119197Str 245 or Ene 950, with Agi 189

Sorted by defence the Dark Knight's own shield comes last, which looks wrong until you notice it is the only one with an either-or stat requirement and so serves both builds. The Fairy Shield adds a fixed Elf-only 52% elemental defence enhancement. All four share one Excellent list: base defence +3.4 per 20 levels as the fixed option, then one or two of damage reflect 5%, defence success rate +10%, max HP +374, max mana +374 and damage decrease 102, with the Lancer Shield swapping that last entry for Obsidian effect +315.

Temple Guard of the Sanctuary armour sets for eight MU Online classes
Eight of the Temple Guard of the Sanctuary sets.
The Temple Guard of the Sanctuary set for the Alchemist
The Alchemist's set, fourth-heaviest of the eighteen on raw defence.

Eighteen armour variants exist, with the Dark Knight, Elf and Magic Gladiator getting two each. They are ranked here by total four-piece defence rather than by class order; the total is simply the four printed values added up.

SetHelmArmourPantsGlovesFour-piece total
Dark Knight (Faith)6246486376232,532
Dark Knight6056286186042,455
Slayer6096236145902,436
Alchemist6086126106022,432
Magic Gladiator (Strength)6276035966022,428
Illusion Knight6136286045832,428
Magic Gladiator (Energy)6235985935972,411
Elf (Agility)5996066025912,398
White Wizard5955995915942,379
Rage Fighter5806085975862,371
Rune Wizard5905985955852,368
Gun Crusher5805985925872,357
Mage5895955915802,355
Dark Lord5826035905792,354
Summoner5865985905782,352
Dark Wizard5845935905792,346
Grow Lancer5765875845772,324
Elf (Energy)5185265195082,071

The set bonuses are where the tier earns its name, and almost every class shares one block: 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 rate +16%, Mastery max HP, Mastery damage decrease and Mastery ability-skill attack. Two sets opt out. Dark Knight (Faith) trades it for critical and excellent damage rate +55% and Solid Blessing bonuses, and Elf (Energy) for healing and elemental enhancements, which is why its defence can be the lowest here.

Finishing the full Legendary set, four armour pieces plus the matching weapon and shield, pays the same to every class: Extra Critical rate +5%, Extra Excellent rate +5%, Extra Double Damage rate +3% and Extra Additional Damage rate +4%. That is modest for the work involved, so treat it as the last thing you do.

The Rune Wizard rebuild you inherit

The renewed Rune Wizard skills Magical Shot and Runic Spear
Magical Shot is what a new Rune Wizard starts with now; Runic Spear is the Season 20 addition.

Roll a Rune Wizard on Season 22 files and you are playing the Season 20 version of the class, which is worth saying because older skill trees still circulate. The rebuild hung her on a new stat: Magic Power appears in the character window, every rune mace swapped its one-handed attack power line for a magic power min ~ max value, and every mace was re-costed.

All fifteen maces swing at speed 50, so that column is gone from the table below. The last row is the Legendary mace, included here because the ladder reads better unbroken.

Rune maceMagic power min ~ maxMagic power %Required stats
Elemental22 ~ 2329%Str 35, Agi 29
Elhaz55 ~ 5951%Str 106, Agi 65, Ene 117
Frost62 ~ 6667%Str 137, Agi 63, Ene 459
Light Lord72 ~ 7477%Str 175, Agi 82, Ene 671
Blood Angel115 ~ 12198%Str 240, Agi 93, Ene 923
Dark Angel149 ~ 155108%Str 253, Agi 97, Ene 974
Holy Angel158 ~ 164120%Str 278, Agi 106, Ene 1,077
Soul168 ~ 174131%Str 283, Agi 107, Ene 1,100
Blue Eye178 ~ 193141%Str 288, Agi 108, Ene 1,102
Silver Heart209 ~ 224154%Str 294, Agi 113, Ene 1,108
Manticore235 ~ 250166%Str 294, Agi 113, Ene 1,108
Brilliant257 ~ 273179%Str 294, Agi 113, Ene 1,108
Apocalypse286 ~ 297192%Str 294, Agi 113, Ene 1,108
Lightning303 ~ 321204%Str 294, Agi 113, Ene 1,108
Temple Guard338 ~ 356267%Str 294, Agi 113, Ene 1,108
Eleven new Rune Wizard mastery shields added in Season 20
One mastery shield per tier, all eleven sharing the same option list.

Eleven mastery shields came with the renewal, one per tier. All carry the same fixed Excellent option, base defence per 20 levels, plus up to two random rolls from damage reflect 5%, defence success rate +10%, max HP, max mana and damage decrease. There is nothing to choose between them beyond tier.

What changed in her buffs and skills

The buff rework is the part you feel immediately, and it is all in one direction: longer buffs, longer cooldowns, bigger numbers.

What changedBefore Season 20Since Season 20
Burst and Haste duration15 sec70 sec
Burst and Haste cooldown60 sec120 sec
Haste attack speed+15+25
Master skill duration increase35 sec90 sec
Master skill cooldown reduction40 sec90 sec
The skill you start withEnergy BallMagical Shot
Magical Shot damage instances21
Magic Arrow requirementEnergy 142Energy 60
Magic Arrow damage instances21
Plasma Ball requirementEnergy 600 and Rune Spell MasterEnergy 300 and Rune Wizard
Lightning Storm requirementEnergy 1,180, Plasma Ball and its masteryEnergy 1,080, Magic Arrow and its enhancement

Two skills were added. Runic Spear (2nd class, Energy 600, learned from monster hunting) spins rune letters into an explosion that catches the target and everything near it. Rune Phrase (3rd class, Energy 1,180, Plasma Ball plus 10 points of its mastery, bought from the NPC James in Elbeland's Ruud shop) fires explosive runes through a magic orb into a group; cast it three times and Special Phrase can land a defence −30% debuff, though major bosses are immune. A 5th class ability card, Rune Phrase of Saturation, adds splash damage in HP, MP and AG variants. Plasma Ball Enhancement left the 4th skill tree.

Tauros and the Frigid Earring, two upgrades on one ladder

Tauros, the 7th Guardian mount, and its rare colour variant
Tauros, with the rare colour variant that shares its stats exactly.

These two arrived in different parts of the patch notes but they are the same errand. Both are bought from Priest James in Elbeland (32, 239) for Ruud, both consume Jewel of Bless x20, Jewel of Soul x20, Jewel of Chaos x1 and Jewel of Creation x1 per attempt, both upgrade an item you already own rather than dropping, and both use the same success ladder.

Upgrade level of the item you feed inSuccess rate
+15100%
+1490%
+1380%
+1270%
+1160%

Tauros is the 7th Guardian, equipped from the inventory, and you make one by upgrading a Leviathan at the Lorencia Trainer (122, 110) with a Seal of Tauros from Priest James at 50,000 Ruud. Failing is specific and nasty: the sub-materials are consumed and your base Guardian drops to +0, so you lose every upgrade level you had put into it. A success re-rolls both the normal options and the elite resistance option.

Option groupWhat Tauros gives you
Basic, always presentMovement speed increase, attack speed +7, and defence +414 which grows with the enhancement level
Normal, one to three of theseElemental attack +369 · elemental defence +369 · defence +7.0 per 20 levels up to level 1,100 · attack, magic or curse power +7.0 per 20 levels up to level 1,100
Elite resistance, one of fiveOne of the five element types in the elite zone table above, reducing that element's debuff pair
The Tauros crest, emblem of the 7th Guardian
The Tauros crest.
The Frigid Earring box with the left and right earrings
The Frigid Earring, 8th in the mastery earring line, upgraded from a Verdant pair.

The Frigid Earring is the 8th mastery earring and works the same way. You never find one: you upgrade a Verdant Earring of +11 or better with a Frigid Crafting Mould from Priest James at 25,000 Ruud, on the ladder above, with the same four jewels. A left earring becomes a left earring and a right becomes a right, and the result rolls one to three fresh options.

HalfUsable atAttack / magic / curse powerElemental defenceRolls one to three of
Frigid Earring (Left)Level 1,000462 ~ 465432Max HP +1,000 · Skill attack power +31 · Mastery attack or magic power +145 · Mastery excellent damage +245 · Mastery critical damage +245
Frigid Earring (Right)Level 1,050502 ~ 505490Max mana +1,000 · Excellent damage rate +11% · Critical damage rate +11% · AG auto-recovery +10 · Attack speed +7

The split is clean: the left half carries the mastery damage rolls, the right half the rate and speed rolls. Mastery values on both climb with the earring's own enhancement level, up to +15, using crafting stones through the Chaos Goblin. Wearing both halves switches on the set option, ignore enemy defence chance 8%, all stats +11 and mastery damage +100.

Experience: the cap, the curve and the level gap rule

The Dark Lord and Alchemist achievement muuns for levels 1,600 and 1,650
Two free muuns sitting on the road to the cap.

The cap moved from 1,650 to 1,700, and the rewards behind it cost nothing. Until the following season you could claim both, delivered through the Gremory Case: thirty days to collect, then fourteen days of validity on the box. Drop the box on the ground and it becomes a muun. That window is server-configured, so check yours.

Earned atMuunBase abilityFor the first 30 days
Level 1,600Dark Lord muunElemental defence +10Twenty times the base ability
Level 1,650Alchemist muunSkill attack power +15Twenty times the base ability

Two experience changes came with it. Level-up experience for characters at level 1,551 and above was rewritten, with experience already banked carried into the new curve, so a character sitting just short of 1,551 can see its level and its bar jump when the patch lands. And high level monsters now check the gap between you and them.

From Kardamahal onwards, if your level is at least monster level + 600 you take the full 100%. Below that you lose 10% for each level of difference, capped at a 70% loss, so you always keep at least 30%. Against the maps above: Kardamahal's 950s want you at 1,550, which is its own penalty level and the Swamp's entry level, and the Swamp's 1,000s want you at 1,600. Full value arrives about when the next map opens.

The quality-of-life layer you use without noticing

The rest of Season 20 is interface and rules work, and you benefit from it daily without thinking about it. Four pieces are worth knowing properly.

The death penalty experience recovery window in MU Online Season 20
Ten entries, each good for 24 hours, waiting behind the icon at the top left.

You can buy back experience you lost to a death

An Experience Recovery Potion is a paid item that stacks to 255 and returns the experience a death cost you. A recovery icon appears at the top left when you die; open it and click the entry you want back. The window keeps up to 10 entries and discards the oldest when it overflows, each entry lives 24 hours, and only law-abiding characters may use it. The number of potions it costs depends on your level and on how much experience the death took. On MU Blue's Gold Channel one recovery a day is free. Character transfer, server transfer and a name change all wipe the list.

What a death costs is below, by level band. The 3% → 1% notation means the penalty slides down across the band.

Your levelLaw-abidingOutlaw, warningOutlaw, stage 2Outlaw, murderer
11 – 1503% → 1%5%10%20%
151 – 2002% → 1%5%10%20%
221 and above1%5%10%20%

One ticket per event map, and it is free

The graded +1~7 tickets for Blood Castle, Devil Square and Illusion Temple are gone. One ticket covers every grade, tickets you already held converted automatically, and the graded combination materials stopped working. The shop sale price of every ticket and ticket material dropped to 0 Zen, and Crywolf's combination rate +5% success reward was removed because the base rates absorbed it.

Event mapWhat you are makingMaterialsZenRate
Blood CastleCloak of Invisibility +0Scroll of Archangel +0, Blood Bone +0, Jewel of Chaos500,00085%
Devil SquareDevil's Invitation +0Devil's Eye +0, Devil's Key +0, Jewel of Chaos900,00085%
Illusion TempleScroll of Blood +0Old Scroll +0, Illusion Sorcerer Covenant +0, Jewel of Chaos1,000,00085%

Three event maps check your kit at the door

Entry conditions were tightened, and the failure mode is embarrassing rather than expensive: you stand at the portal wondering why nothing happens.

Event mapWhat you need to walk in
Labyrinth of DimensionsA party, and you get 10 entries a day
Chaos CastleA party, a mount, and a transformation ring
Illusion TempleA mount

Only the stats of a mount or transformation ring apply once you are inside, not the appearance, and party status is kept through the transition. Inside the Labyrinth the league list dropped class icons in favour of a tooltip on the character name.

Crafting and guild windows that do the clicking for you

The Chaos Goblin's combination menu gained Elite Equipment Enhancement, Mastery Crafting and Legendary Crafting as their own entries, and dropping the main material now registers the secondary materials automatically, with only the amulets left optional. On a craft that takes sixty jewels, that removes an error-prone step.

Guild recruitment was rebuilt in the same spirit. Settings are written and registered in one tab, a 100-character guild introduction replaced the old interest and class filters, level ranges are typed instead of ticked, join requests queue up and are approved or rejected with O and X buttons, and the standalone guild window became a Guild Information tab that [G] opens.

The Season 20 reward relic and the Blessing of Uniris buff item
Blessing of Uniris: a permanent shop item that stacks with the Seal of Master Level Increase.

Four more changes are worth a line each. Blessing of Uniris is a buff for 5th class characters granting +50% experience from monsters, stacking with the Seal of Master Level Increase and sold permanently in the Goblin Point Shop. Kardamahal monsters give more experience than at launch. The Monster Soul Converter was re-tiered, the level 5 converter now recommended at level 1,450 and accepting Storm Guard, Twisted Crypta, Devil Sword and Shadow Master of Ruin souls. And Together Boss Raid monsters moved from level 100 to 105, with HP up from 100,000,000 to 136,500,000.

Superseded, replaced, or demoted

Very little of Season 20 is dead, but some of it was already out of date before the season ended, and a few older items were quietly turned into materials.

  • Kardamahal's elite zone is gone. It was refilled with ordinary monsters when the Swamp of Ruin's elite zone opened, inside the same season. Twisted Kalutan's went a patch earlier.
  • 10th Mastery stopped being the ceiling. A +15, 16 option, 10th Mastery item is now raw material.
  • The Leviathan and the Verdant Earring are materials now, existing to become Tauros and the Frigid Earring.
  • Graded +1~7 event tickets no longer exist, nor their combination materials, nor Crywolf's combination rate reward.
  • Energy Ball is not a starting skill, Magical Shot replaced it, and Plasma Ball Enhancement left the 4th skill tree.
  • The Jewel of Life option was removed from Legendary gear, and percentage set defence became a flat 350 to 600 value.
  • Luck means upgrade success rate +10% on Legendary gear, not Jewel of Soul success +25%.
  • Level 1,700 was the cap when this shipped. Two seasons on, read your own server's cap instead.

Not superseded, and this is the short list that matters: the Alchemist, the Temple Guard tier, both hunting grounds, Tauros, the Frigid Earring, the Rune Wizard's Magic Power stat, the unified tickets and the experience recovery window. That is most of the season.

What to do about Season 20

  • Decide on the Alchemist early or not at all. If you party, Confusion Stone makes you useful at level 380. If you solo, skip her.
  • Put Vitality on an Alchemist, because alchemy rate scales with it and caps at 100%.
  • Treat level 1,500 as the milestone. It opens Kardamahal and every piece of Temple Guard gear at once.
  • Move to the Swamp of Ruin at 1,550, which drops the stones and armour the Legendary project runs on.
  • Match your Tauros elite resistance to the element you farm, since the elite debuff is unavoidable.
  • Push a base item to +14 or +15 before converting it, and upgrade your four armour pieces evenly, because set defence reads from the lowest.
  • Buy Blessing of Uniris at 5th class, and spend recovery entries before any transfer or rename.

Our server runs Season 22 on the latest server files, opens on 30 October 2026, and has high exp, stats capped at 32,700, events and mini-bosses all day and a custom jewel system. Make an account, or read on through Season 21 and the rest of the season guides.

Season 20 on a Season 22 server
  • Still live, nearly all of it: the Alchemist, the Temple Guard Legendary tier, both hunting grounds, Tauros and the Frigid Earring.
  • Level 1,500 is the gate: Kardamahal plus every Temple Guard weapon, shield and armour piece.
  • The Swamp of Ruin at 1,550 is the better farm, dropping the stones and armour Legendary runs on.
  • Legendary upgrading costs 12 stones and 10,000,000 Zen per attempt at every level, and nothing is destroyed.
  • Roll an Alchemist only if you party, and give her Vitality.
  • Already out of date: Kardamahal's elite zone, graded tickets, and the 1,700 cap.