Season 10 (2015) arrived in three parts and changed how Mu Online is played at the top end. Part 1 added the Grow Lancer class, reworked every master skill tree and ran the Evomon event. Part 2 opened the Nars map, introduced the Ruud currency, the Blood Angel mastery sets and rebuilt the event maps around a single plaza. Part 3 expanded the elemental system with the Errtel of Radiance, skill imprinting and a full drop-table rework.
Grow Lancer: the new lance class

You can create a Grow Lancer once the account holds a character of level 200 or higher; she starts in Lorencia. The second class name is Grow Lancer, the third is Mirage Lancer. She wears five armour pieces and fights with a lance and shield, and unlike every other class she has two special damage pools: Punishment attack power, which grows with strength, and Wrath attack power, which grows with agility. Both feed her skill damage.
| Setting | Value |
|---|---|
| Creation requirement | A level 200+ character on the account |
| Starting town | Lorencia |
| Base stats | HP 110 / MP 40 / STR 30 / AGI 30 / VIT 25 / ENE 24 |
| Play style — strength | High raw attack power for hunting and PvP burst |
| Play style — agility | Fast attack speed and strong elemental damage |
| Stat specialization | Attack power from STR, defense from AGI (0–10% to 1500, 10–30% to 2000, 30–45% to 3000) |


| Skill | Level | Damage | Mana | AG | Range | Notes |
|---|---|---|---|---|---|---|
| Harsh Strike | 74 | 100 | 12 | 0 | 3 | Slash + thrust combo, scales with Punishment |
| Magic Pin | 80 | 80 | 30 | 20 | 2 | Three consecutive thrusts, scales with Wrath |
| Spin Step | 83 | 100 | 12 | 0 | 2 | Hits the target and everything around it |
| Shining Peak | 220 | 70 | 60 | 25 | 3 | Projectile, scales with Punishment + Wrath |
| Breche | 300 | 400 | 25 | 45 | 3 | Area strike, up to 4 monsters |
| Obsidian | 74 | — | 50 | 50 | — | Party buff: raises skill attack power with your STR |
| Fury | 66 | — | 100 | 50 | — | Raises your attack power, lowers your defense |
| Circle Shield | 220 | — | 100 | 50 | — | PvP only: chance to drain the enemy's AG |
| Clash | — | 50 | 50 | 50 | 6 | Castle Siege: charges and pushes enemies away |
Skills are learned from scrolls with stat gates rather than level gates: Spin Step needs 150 agility, Harsh Strike 150 strength, Magic Pin 300/300, Shining Peak 200 energy and level 220, Breche level 300. Circle Shield is unlocked by a quest from NPC Marlon at level 220. A party of Dark Wizard + Elf + Grow Lancer counts as a set party for the experience bonus.
Grow Lancer gear: lances, armour and capes

| Lance | Drop level | Excellent drop | Attack speed |
|---|---|---|---|
| Rapid Lance | 15 | 40 | 40 |
| Conmocion Lance | 65 | 90 | 40 |
| Pluma Lance | 85 | 110 | 40 |
| Prickle Lance | 22 | 47 | 35 |
| Alacran Lance | 67 | 92 | 35 |
| Bis Lance | 87 | 112 | 35 |

Three armour lines cover the levelling curve — Robust (drops from level 10), Gruhil (from 40) and Prinsi (from 60) — with the Rapid and Pluma shields alongside them.

| Cape | Level | Defense | Damage increase | Damage absorb | Crafted from |
|---|---|---|---|---|---|
| Cape of Limit | 180 | 15 + (level × 2) | 20 + (level × 2) | 10 + (level × 2) | A first-tier wing, Crest of Lexmilon, Jewel of Chaos and an excellent item +4 with 4 options |
| Cape of Transcendence | 400 | 45 + (level × 4) | 39 + (level × 2) | 39 + (level × 2) | Condor's Feather, Condor's Flame, Jewel of Chaos, 10× Bless, 10× Soul, Jewel of Creation and an excellent item +9 with 4 options |
The Cape of Limit costs 1 HP per successful attack and rolls three random options (HP or mana +50 + level×5, or a 3% chance to ignore defense). The Cape of Transcendence costs 3 HP per hit and rolls from a stronger list: 5% ignore defense, 5% damage reflect, 5% full HP recovery and 5% full mana recovery.
Master skill trees rebuilt

Season 10 Part 1 rebuilt the master trees for all seven classes, moved them into the new interface and raised most existing values. Mana and AG costs now rise as a skill's grade goes up. The stat nodes went from 12 to 14 per point (cap 90 → 108) and durability reduction from 12% to 18% (cap 90% → 135%).
New defensive nodes (shared across classes)
| Rank | Skill | Effect |
|---|---|---|
| 8 | Weapon Block | Sword, mace, spear or axe equipped: chance to parry physical attacks (not magic). Shows Parry. |
| 8 | Shield Block | Shield equipped: chance to block damage using the shield's defense rate. Shows Absorb. |
| 9 | Strong Will | Raises resistance to stun and knockback. |
| 9 | Steel Armor | Grants base defense equal to the points invested; this defense cannot be ignored. |
| 9 | Guardian Shield | Shield equipped: chance to block all damage. Shows Block. |
| 7 | Life Absorption | 50% chance on a successful hit to drain HP from the target. |
| 9 | Shield Absorption | 50% chance on a successful hit to drain SD from the target. |
Notable new active skills
| Class | Skill | Effect |
|---|---|---|
| Blade Master | Charge | Rushes a target up to 5 tiles away for a heavy hit; 5 second cooldown. |
| Blade Master | Iron Defense | Defense and HP up by as much as 800 for 10 seconds and immunity to status effects; 30 second cooldown. |
| Grand Master | Illusion | Summons a phantom of yourself for 45 seconds that attacks your target and has a 30% chance to absorb damage aimed at you; 2 minute cooldown. |
| High Elf | Shadow Step | Dashes 5 tiles in the chosen direction; 3 second cooldown. |
| High Elf | Evasion | Sharply raises defense success rate and PvP defense rate briefly; 1 minute cooldown. |
| Dimension Master | Paralyze | Slows every target around you; 30 second cooldown. The rank 9 upgrade adds bleeding damage. |
Damage nodes were raised across the board — for example Blood Storm's cooldown dropped from 10 to 5 seconds (3 when strengthened) and its strengthener from 5 to 11, Hellfire and Ice strengtheners went from 6 to 14, and the Dimension Master's Drain Life mastery jumped from 12 to 102 (cap 766).
Mirage Lancer master skill tree

| Branch | What it does | Highlights |
|---|---|---|
| Divinity | Survivability | Set defense, Revenge, all four stat nodes, Cape of Transcendence defense and attack enhancement, Shield Block, Strong Will, Steel Armor, Guardian Shield |
| Retribution | Skill damage | Obsidian, Magic Pin, Breche and Shining Peak enhancements; Magic Pin range to 3 and Breche area to 4; the new Armor Breaker skill (temporary ignore-defense boost) and its cooldown reduction |
| Tenacity | Damage and recovery | Fury proficiency and mastery (no defense loss), attack power and critical/excellent/double damage rates, full mana/HP/SD recovery, Life and Shield Absorb, and rank 9 boosts to Punishment and Wrath attack power |
Summon! Evomon event

Field monsters drop Summon Scroll Fragments; 25 of them combine automatically in the event inventory into an Evomon Summon Scroll. Drop the scroll on the ground and a level 1 Evomon is summoned, owned by you. Hunt it and it either evolves into a higher-level Evomon or the chain fails. Once you push an Evomon past level 30, each new scroll starts 4 levels higher than the last, up to level 69.
You cannot throw a scroll in a safe zone or in Chaos Castle, Blood Castle, Devil Square, Illusion Temple, Vulcanus, Doppelganger, Icarus or Kalima, and only one Evomon per player or party may be on the field. There is a time limit — let it expire and you get nothing.

Rewards land automatically in the Gremory Case (K). Your ranking entry is the highest Evomon level you hunted plus one, shown on the score banner at the top-left of the screen.
Event map renewal and the Event Map Plaza
All entry applications moved into one place: the Event Map Plaza. The old town NPCs no longer accept applications. Travel there from the move command window (M) or from an entry notification icon, for 20,000 zen.
| NPC | Handles |
|---|---|
| Spirit of the Archangel | Blood Castle |
| Charon | Devil Square |
| Adjutant Zelint | Vulcanus |
| Mirage | Illusion Temple |
| Lugard | Doppelganger |
| Chaos Goblin | Combinations |
| Safety Guardian | Warehouse |
| Priest James | Ruud shop |

Entry levels were unified into seven tiers — 50–179, 180–269, 270–349, 350–399, 400–500, 501–650, 651+ — for Chaos Castle, Blood Castle, Devil Square and Doppelganger. Illusion Temple uses five tiers starting at 180. Blood Castle and Devil Square each run 22 times a day; Illusion Temple runs at 21:00 and Doppelganger at 20:30.

Mastery Boxes are paid into the Gremory Case when the event ends, and only to characters at master level or above. The grade depends on your contribution: monster and player kills in Chaos Castle, gate and statue destruction in Blood Castle, statue captures in Illusion Temple, boss kills in Vulcanus. An energy elf with 1,500+ energy is credited with the party's average contribution instead. Fail the objective, or contribute too little, and you get nothing.
Ruud, the new currency

Ruud comes out of Mastery Boxes earned in Chaos Castle, Blood Castle, Devil Square, Illusion Temple, Doppelganger and Vulcanus. It behaves like zen — shown at the bottom of your inventory (I) — but it is bound to the character: no trade, no personal store, no vault, no dropping, and it is only accepted by Priest James.

Everything he sells is a sealed Blood Angel piece — the raw material for a mastery set. He only shows the set for the class of the character talking to him, and items bought from him cannot be sold back for Ruud (only to ordinary NPCs for zen).

To unseal a piece you need the Soul of the Ancient Hero. Combine an ancient set upgraded to +11 or higher (weapons and accessories excluded) at the Chaos Goblin for an 80% chance at the Soul, then combine the Soul with the sealed item for a guaranteed 100% unseal. The unsealed piece can be equipped and counts toward the set bonuses.
Blood Angel mastery equipment
Mastery gear is the new top tier for level 400 characters who have finished their third class change. It comes in three grades with three different sources:
| Grade | Where it comes from |
|---|---|
| Normal | Drops in Debenter and Uruk Mountain |
| Excellent | Drops on the Nars map only |
| Set | Bought sealed with Ruud from Priest James, then unsealed |


| Class | Set name | Pieces |
|---|---|---|
| Dark Knight | Blood Angel Set of Wrath | Helm, armour, pants, boots |
| Dark Wizard | Blood Angel Set of Transcendence | Helm, armour, pants, gloves |
| Elf | Blood Angel Set of Gale | Helm, armour, pants, gloves |
| Summoner | Blood Angel Set of Honor | Helm, armour, pants, gloves |
| Magic Gladiator | Blood Angel Set of the Ultimate | Armour, pants, gloves, boots |
| Dark Lord | Blood Angel Set of Conquest | Helm, armour, pants, gloves |
| Rage Fighter | Blood Angel Set of Destruction | Helm, armour, pants, boots |
| Grow Lancer | Blood Angel Set of Tenacity | Helm, armour, pants, gloves |
Set bonuses
| Pieces | Bonus |
|---|---|
| 2 set | Skill attack power +25 and the class's main stat option +50 (energy for Wizard and Summoner) |
| 3 set | Double damage rate +10% and attack power +50 (wizardry +50 for Wizard and Summoner) |
| 4 set | Critical damage rate +15%, excellent damage rate +15%, ignore enemy defense 5%, all stats +10, base defense +20, critical damage +30, excellent damage +30 |
Excellent mastery armour also uses its own option pool, and mastery set pieces carry an exclusive stat option worth 15–30 to a single stat or 7–15 to all stats.
| Excellent mastery armour option | Value |
|---|---|
| Max HP | +165 (new) |
| Max mana | +165 (new) |
| Damage decrease | 45 (new) |
| Zen from monsters | +43% (new) |
| Damage reflect | 5% |
| Defense success rate | +10% |
Nars, the sixth Acheron region

Nars holds the strongest elemental monsters in the game and is the only source of excellent Blood Angel gear. Arca War and the Acheron Guardian do not run there, and dying or disconnecting sends you back to the Acheron safe zone. Two field gate pairs shorten the walk: the blue gate links (42, 80) with (215, 34), the red gate links (41, 98) with (109, 230). The boss lives behind a separate gate, Core Magriffy's Nest at (179, 148).

| Monster | Level | HP | Attack | Defense | Def. rate | Elem. attack | Elem. defense |
|---|---|---|---|---|---|---|---|
| Nars Devil Fairy | 116 | 80,000 | 820–855 | 770 | 410 | 860–890 | 520 |
| Nars Elemental Beast | 118 | 90,000 | 880–910 | 800 | 420 | 900–930 | 540 |
| Nars Elemental Knight | 120 | 92,000 | 920–950 | 830 | 430 | 940–980 | 560 |
| Core Magriffy (boss) | 190 | 9,750,000 | — | — | — | — | — |
Core Magriffy
The boss respawns every 24 hours with a random element. Poison rides on its normal attacks; Tornado spins up whirlwinds in four directions; Roar damages and knocks back; Clone splits it into two identical bodies and hitting the wrong one triggers Berserk, which adds a permanent +100 attack power each time it fires. Leave it alone and it regenerates every second. It drops 4 items, including pentagrams and three mount muuns.

| Mount muun | Grade | Base ability (13:00–24:00) |
|---|---|---|
| Rifen | ★★★ | Elemental attack power up |
| Pon | ★★★ | Elemental defense up |
| Gryphus | ★★★ | Attack / wizardry / curse power up |
All three run at 15× their base ability for the first 30 days after you get them.
Elemental system expansion (Part 3)
Part 3 rebuilt the pentagram and errtel layer. Elemental combination moved to NPC Adniel (Elbeland 37, 215 and Acheron 38, 216) with a new window that previews the result, keeps materials registered between attempts and drops the result into the Gremory Case if your inventory is full.
| Combination | Before | After |
|---|---|---|
| Errtel creation | Mithril + Elixir + Jewel of Bless | Mithril + Jewel of Bless (Elixir removed from the game) |
| Errtel level up | Errtel + Jewel Combination Frame + Jewel of Bless | Errtel + Elemental Runes |
| Errtel rank up | Errtel + Bless + Soul + Spirit Powder + level 7 set item | Errtel + Bundle of Bless + Spirit Powder + level 7 set item with 4+ options |
| Mithril fragments | 5 fragments → bundle → Mithril | 5 fragments convert straight into Mithril |
Errtels level up per rank and can rank up once every activated rank reaches +7; a rank-up randomly activates one option of the new rank. Elemental Runes are bought from the town NPCs (Amy, Fairy Lara, Silvia, Isabel) or found in Elemental Capsules, and the number needed climbs with level and rank — from 1 rune at rank 1 level 1 up to 11 at rank 3 level 10.
Dismantling
Set items and errtels can now be dismantled from the inventory. Each gives 1 Elemental Powder, and 50 powder becomes an Elemental Capsule (needs 4×4 free space to open). Capsules hold Errtels of Radiance, Radiance slot fragments, Elemental Runes and mid-tier pentagrams.
Spirit's Protection
Detaching an errtel from a pentagram of required level 299 or below always works. For level 300+ pentagrams you need Spirit's Protection, which makes the removal a guaranteed 100%.
Pentagram level requirements were also cut: the Lorencia Knights' Iron Wall Shield, Hero's Elixir and Gladiator's Dagger dropped from 300 to 150, their magic-imbued versions to 180, and Etramu's Scroll from 200 to 150. Elemental items stopped dropping from Ice Queen, Gorgon, Balrog, Hydra, Phoenix of Darkness and Hell Maine, and now drop in Atlans, Ubaid, Alkmaar, Debenter, Uruk Mountain and Nars instead.
Errtel of Radiance and skill imprinting
The fifth errtel, the Errtel of Radiance, mounts in a pentagram's fifth slot — which starts locked. Open it with a Radiance Slot Expansion Scroll, made from four Radiance Slot Fragments or pulled from an Elemental Capsule, then right-click the pentagram in your inventory and click the slot.
| Rank | Options |
|---|---|
| 1 | Elemental attack power II/III, elemental defense II/III, elemental attack success rate II, elemental defense success rate II |
| 2 | Shield Absorb (chance to absorb elemental damage as SD), Life Drain (absorb as HP), Bastion (below 20% SD, a chance to gain a buff cutting elemental damage by 90%) |
| 3 | Bleeding (damage over time), Paralysis (slows movement and recovery), Bind (target cannot move), Punishment (critical elemental hits cut a % of the target's HP), Blindness (crushes the target's attack success rate) |
Skill imprinting
Skill imprinting (U) gives extra skill attack power when a registered skill's element matches your equipped pentagram's element. You imprint 5 basic skills on hotkeys 1–5 and 5 special skills (siege skills and the Dark Lord's Dark Spirit commands) on hotkeys 6–0. The bonus scales with the pentagram's upgrade level and the errtels mounted in it, and imprinted skills are marked in the corner of their icon. Special skills get no elemental bonus. The MU Helper can only use skills you have imprinted, so changing an imprint also changes your helper setup.
Experience, drops and quality of life
Part 2 raised hunting experience across every level band — a level 100 character killing a Yeti went from 275 to 439, a level 300 character on Alquamos from 1,132 to 1,912, a level 500 character on Erohim from 4,811 to 5,736.
| Party size | Normal party bonus | Set party bonus |
|---|---|---|
| 2 | 30% | — |
| 3 | 60% | 70% |
| 4 | 90% | 105% |
| 5 | 120% | 140% |
Party experience is now calculated from the highest-level member's solo experience and split by level ratio. On top of that, experience follows damage: kill a 100,000 HP monster where you dealt 60,000 and someone else 40,000, and you get 60% of the solo experience while they get 40%.
Bulk combination
Several recipes can now be crafted in batches, with materials and cost scaled to the quantity and the success rate rolled per item: fruits ×16, invisibility cloaks ×6, Devil Square invitations ×8, SD potions ×32, potions of bless and soul ×25, gold and silver boxes ×16, dinorants ×2 at the Chaos Goblin; refining stones ×8 at Osbourne; Jewel of Harmony ×32 at Elpis.
Drop rework
Part 3 pinned most items to specific hunting grounds: potions and town portal scrolls to Lorencia, Elbeland, Noria, Devias and Dungeon; spell scrolls and orbs to matching level ranges; excellent pendants and rings to Atlans, Lost Tower 6–7 and Tarkan; spheres one tier per map (Karutan, Aida 2, Vulcanus, Kanturu Ruins); level 380 gear to Kanturu Ruins 3 and Kanturu Relics, with skill weapons only from the Dark Iron Knight; gemstones only from the Tower of Refinement.
Monsters now also drop the excellent version of whatever they visibly carry, and the field bosses Ice Queen, Gorgon, Balrog, Death King, Hydra and Zaikan got their own excellent drop tables with a 24 hour respawn and a single spawn. Blood Castle and Devil Square monsters drop equipment in tiers 1–4 only.
Smaller changes
Class-change quests can be tracked in the My Quest window (T), a live quest journal shows progress and turns green on completion, a Play Guide opens from the HELP icon or F1, and buff-type cash items bought from the in-game shop can be extended up to 50 days by using the same product again. At Uruk Mountain, approaching Lord Silvester now seals six entrances; leave the area empty for 60 seconds and the gates reopen with the boss back at full HP.
- New class: Grow Lancer / Mirage Lancer
- Nars map and boss Core Magriffy
- Ruud currency & Blood Angel mastery sets
- Event Map Plaza and Mastery Boxes
- Errtel of Radiance and skill imprinting
- Reworked master skill trees and drop tables