MU Online Season 17 Guide

Kundun Mephis and Lemuria · 2022

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Season 17 (2021-2022) is the only season that shipped two classes at once: the White Wizard Kundun Mephis and the Mage Lemuria, doppelgangers of MU's great villains created to fight the originals. Party them together and the Bond buff fires. Around them the season adds Manticore 7th mastery weapons and Celestial Brilliant 8th mastery armour, the Burning Kethotum and Old Kethotum maps, the Kanturu Underground Facility, the Shining Tail 4th Guardian, the Earring of Enchantment, and a full Elf renewal that finally splits the class into a real attacker and a real support.

Kundun Mephis and Lemuria — two new classes

The White Wizard Kundun Mephis and the Mage Lemuria
Both classes are doppelgangers — perfect copies of Kundun and Lemuria, raised to fight them.

After Doppelganger Fortress was found in the year 1022 of MU, the Great Sage infiltrated it, learned the doppelgangers' magic, and used relics that Kundun and Lemuria had once handled as the medium to copy them. The copies matched the originals in appearance, memory, ability and personality — but raised under the Great Sage they grew up good, and were sent out to stop the villains they were made from.

The White Wizard is the Dark Wizard's opposite: a staff-and-magic-book caster working in Light Energy, with low defence and very high magic attack. The Mage casts sphere magic through an Orb, and although she is no Elf she carries a set of beginner support buffs. Both scale on Energy, and both are available from the character-creation screen.

SettingWhite Wizard: Kundun MephisMage: Lemuria
Starting townLorenciaLorencia
Base life / mana70 / 7088 / 65
Base str / agi / vit / ene19 / 19 / 15 / 3018 / 18 / 19 / 30
2nd class changeLight MasterWar Mage
3rd class changeShine WizardArch Mage
Main weaponStaff (shared with the Dark Wizard)Orb
Off-handMagic BookShield (shared with the Dark Wizard)
Set partyKundun Mephis + Lemuria + Dark KnightKundun Mephis + Lemuria + Dark Knight

Low-level gear comes from Wizard Gilard (119, 111) in Lorencia, and skill books from Wizard Pasi (119, 113) or Tavern Madam Liamon (125, 133).

The Bond

The Bond buff and the Cord of Bond between the two classes

The two classes are master and pupil, and the game rewards playing them together. Put a Kundun Mephis and a Lemuria in the same party and the Bond buff activates for everyone:

BuffWho gets itEffect
BondKundun Mephis and LemuriaDamage 130%
BondEvery other party memberDamage 115%
Cord of BondKundun Mephis and Lemuria onlyA visible cord links the two of them; anything the cord touches takes damage once per second. It does not work in PvP, and crossed cords still only hit once.

Both buffs drop if the party disbands or the pair drift too far apart; the Cord also vanishes in a safe zone, and only your own party can see it. Two Kunduns or two Lemurias get nothing — it has to be one of each.

Separately, old items that carry their names now do something extra when either class equips them:

ItemEffect
Kundun's Madness BladeBase elemental attack power and elemental defence +10%
Kundun's Book of SealingBase elemental attack power and elemental defence +10%
Kundun's Magic ScrollBase elemental attack power and elemental defence +10%
Kundun's StaffBase wizardry damage +20%
Lemuria's OrbBase elemental attack power and elemental defence +10%

Skills

Kundun Mephis borrows a dozen Dark Wizard skills — Earth Prison, Illusion, Hellburst, Telekinesis, Mana Increase, Power Wave, Lightning, Teleport, Ice, Twister, Aqua Flash and Blast — and adds five of his own.

Magical Shot, Shining Bird and Dragon Violent
SkillRequirementWhat it does
Magical ShotKnown from creationA magic bolt at one target for 2 hits.
Shining BirdEnergy 70Sends a giant bird of light through a line of enemies for 1 hit each.
Dragon ViolentEnergy 680Calls a dragon of light onto a target and the enemies near it for 2 hits.
Spear StormEnergy 1,160 and Dragon Violent Mastery 10PRains spears of light around you for 2 hits, plus a 5% chance of a third. 0.5 second cooldown.
Reflection BarrierEnergy 410A barrier on you or an ally that blocks damage and returns part of it. Buffs the whole party; does not stack with the Summoner's Damage Reflection.
Spear Storm and Reflection Barrier

Lemuria mixes Dark Wizard and Elf skills with five beginner support buffs and four of her own attacks. The beginner buffs are deliberately weaker versions of the Elf's and do not stack with them:

SkillRequirementWhat it does
Beginner HealEnergy 52Restores life — weaker than the Elf's Heal.
Beginner Defence ImprovementEnergy 72Temporary defence.
Beginner Attack ImprovementEnergy 92Temporary attack power and wizardry damage.
Beginner BlessEnergy 150All stats up for a time.
Beginner RecoveryEnergy 168Restores SD.
Magical ShotKnown from creation2 hits on one target — the cast effect changes when an Orb is equipped.
Marble BurstEnergy 104An exploding sphere on a target and everything near it, 1 hit.
Unleash MarbleEnergy 700A large sphere that sits where you placed it and fires every second for 30 seconds, 2 hits per pulse. 10 second cooldown.
Ultimate ForceEnergy 1,073 and Unleash Marble Mastery 10PA magic circle that fires at everything in range for 2 hits, plus a 5% chance of a third.
Magical Shot with an Orb equipped, and Marble Burst
Unleash Marble and Ultimate Force

Weapons, wings and armour

The first five magic books for Kundun Mephis
Magic bookWizardry damage%Requirements
Wise Magic Book43–4721%Agi 86 / Ene 143
Legendary Magic Book53–5722%Agi 87 / Ene 198
Blood Angel Magic Book55–5629%Agi 98 / Ene 307
Dark Angel Magic Book68–7132%Agi 108 / Ene 323
Holy Angel Magic Book84–8742%Agi 112 / Ene 331
Soul Magic Book91–9849%Agi 114 / Ene 344
Blue Eye Magic Book103–11055%Agi 185 / Ene 480
Silver Heart Magic Book114–12161%Agi 189 / Ene 490
The Soul, Blue Eye and Silver Heart magic books
The first six orbs for Lemuria
OrbWizardry damage%Requirements
Spinel Orb66–7465%Str 81 / Agi 33 / Ene 137
Almandine Orb86–9475%Str 87 / Agi 37 / Ene 186
Blood Angel Orb83–8592%Str 93 / Agi 35 / Ene 258
Dark Angel Orb109–115102%Str 97 / Agi 42 / Ene 271
Holy Angel Orb141–147114%Str 99 / Agi 44 / Ene 298
Blessed Archangel's Absolute Orb173–18594%Str 80 / Agi 38 / Ene 140
Soul Orb156–169126%Str 101 / Agi 47 / Ene 308
Blue Eye Orb179–192136%Str 164 / Agi 80 / Ene 460
Silver Heart Orb202–216148%Str 168 / Agi 84 / Ene 470
The Soul, Blue Eye and Silver Heart orbs

All orbs and magic books run at attack speed 30.

The Cape of Radiance and the Cape of Splendour
The Wings of Eternity and the Wings of the Raging Demon
WingsRequirementDefenceDamage increaseDamage absorb
Cape of Radiance / Wings of EternityLevel 400, 3rd class change4539%39%
Cape of Splendour / Wings of the Raging DemonLevel 800, 4th class change140 (wizardry 100)55%43%
The Glimmer set, an early Kundun Mephis armour set
The Mage Pad set, an early Lemuria armour set

Both classes get a complete ladder of their own armour, from cheap town sets up to the mastery tiers. Defence, in order helm / armour / pants / gloves / boots:

SetKundun Mephis (White Wizard)Lemuria (Mage)
Early setBright — 46 / 58 / 51 / 36 / 41Finesse — 36 / 50 / 41 / 30 / 33
Second setDazzling — 53 / 69 / 58 / 45 / 51Geist — 45 / 60 / 52 / 39 / 42
Dark Angel113 / 126 / 117 / 105 / 109106 / 121 / 113 / 100 / 103
Holy Angel166 / 181 / 173 / 160 / 163162 / 176 / 166 / 152 / 157
Soul220 / 230 / 225 / 208 / 212215 / 228 / 218 / 203 / 208
Blue Eye265 / 281 / 269 / 255 / 260260 / 275 / 269 / 251 / 257
Silver Heart313 / 327 / 316 / 306 / 309309 / 325 / 314 / 300 / 306
Manticore361 / 376 / 366 / 353 / 356358 / 373 / 363 / 351 / 355
Roaring Manticore mastery armour for both new classes
Top: Manticore White Wizard. Bottom: Manticore Mage.

Manticore — the 7th mastery weapons

All fifteen Manticore 7th mastery weapons and the Manticore Shield

The 7th mastery weapon is the Manticore, upgraded at the Chaos Goblin in Noria (180, 99) from a Silver Heart weapon at +11 with 16 options or better. The rate is 100% and the item type, Luck and Excellent options are all kept.

The Manticore Anvil and the Soul of Brilliant
UpgradeBase itemMaterialJewelsRate
Silver Heart weapon → Manticore+11 / 16 option Silver Heart weapon or shieldManticore Anvil — 100,000 Ruud from James in Elbeland (32, 239)Bless ×30, Soul ×30, Chaos ×1, Creation ×1100%
Manticore armour → Celestial Brilliant+11 / 16 option Manticore set armourSoul of Brilliant — 50,000 Ruud from JamesBless ×30, Soul ×30, Chaos ×1, Creation ×1100%

Every Manticore weapon needs level 1,200 and carries the same Excellent block: excellent damage rate +10%, attack or magic speed +7, life and mana of (stat/8) per kill, +2.6 per 20 levels and +74 flat attack power or wizardry damage.

WeaponClassAttack powerSpeedRequirements
Manticore SwordDragon Knight684–69640Str 1,006 or Ene 936 / Agi 327
Manticore ShieldDragon Knightdefence 95 (rate 123)Str 245 or Ene 950 / Agi 189
Manticore StaffSoul Wizard, Magic Knight245–257 (wizardry 160%)30Str 308 / Agi 106
Manticore BowHigh Elf971–99945Str 206 / Agi 1,204
Manticore QuiverHigh Elf651–637 (as printed)55Str 199 / Agi 1,190
Manticore Magic SwordDuel Master683–693 (wizardry 89%)45Str 743 / Agi 458
Manticore Magic Two-Handed SwordDuel Master899–949 (wizardry 89%)45Str 743 / Agi 458
Manticore ScepterLord Emperor732–75040Str 710 / Agi 166
Manticore StickDimension Master226–240 (wizardry 155%)30Str 278 / Agi 112
Manticore BookDimension Master588–60250Str 595 / Agi 206
Manticore ClawFist Master588–60235Str 595 / Agi 199
Manticore LanceMirage Lancer454–47240Str 448 / Agi 320
Manticore Rune MaceMajestic Rune Wizard208–217 (wizardry 135%)50Str 294 / Agi 113
Manticore Short SwordMaster Slayer662–71745Str 341 / Agi 1,081
Manticore Magic GunGun Crusher326–340 (wizardry 131%)50Str 379 / Agi 322

The Manticore Quiver's range is printed as 651–637 in the original patch note — maximum lower than minimum — and is reproduced here as published. The Manticore Shield keeps the Faith Knight option and rolls base defence +2.6 per 20 levels, reflect 5%, defence success rate +10%, max life and mana +286 and damage decrease 78.

Celestial Brilliant — the 8th mastery armour

Celestial Brilliant armour for the Knight, Wizard and Elf
The 8th mastery tier, worn at level 1,300.

Celestial Brilliant is the 8th mastery set, upgraded 100% from +11 / 16 option Manticore armour with a Soul of Brilliant. Class, slot, Luck and the stat options are kept. Excellent Brilliant armour also drops raw in Burning Kethotum and the Kanturu Underground Facility.

Every set needs level 1,300. Which four pieces you get depends on the class — most wear helm, armour, pants and gloves, the Knight, Fighter and Gun Crusher swap gloves for boots, and the Magic Gladiator has no helm.

ClassDefence
Dragon Knight441 / 463 / 454 / 439
Dragon Knight (Faith)460 / 483 / 473 / 459
Soul Wizard419 / 428 / 424 / 414
Noble Elf (agility)435 / 442 / 437 / 426
Noble Elf (energy)352 / 360 / 353 / 341
Magic Knight (knight)462 / 438 / 431 / 437
Magic Knight (wizard)459 / 433 / 428 / 432
Empire Lord417 / 438 / 424 / 414
Dimension Summoner421 / 433 / 424 / 413
Fist Blazer415 / 444 / 432 / 421
Shining Lancer410 / 422 / 419 / 411
Majestic Rune Wizard419 / 424 / 428 / 433
Slaughterer445 / 458 / 450 / 424
Gun Crusher426 / 436 / 431 / 427
Set bonusEffect
2 setMastery skill attack power, mastery main stat
3 setDouble damage rate +18%, mastery attack power or wizardry
4 setMastery critical and excellent damage, ignore enemy defence +9%, mastery all stats, mastery base defence, critical damage rate +20%, excellent damage rate +20%, triple damage 10%, mastery max life, mastery damage decrease

The Faith Knight set again goes its own way: critical and excellent damage rate +40% each, Solid Protection party attack power +260, vitality +360, defence +240 and triple damage +7%.

Burning Kethotum and Old Kethotum

The Burning Kethotum map
Kethotum — where Kundun was sealed under eight seal stones, and where he came back.

Etramu lured Kundun into Kethotum and split the Seal Stone into eight pieces to build the strongest barrier ever cast. It worked: Kundun turned to stone screaming, and the city sank into vanished space. A thousand years later Lemuria stole the self of Gaion's descendant Antonias and brought Kundun back — and Kundun filled Kethotum with gates that call in demons, turning it into a burning battlefield.

SettingBurning KethotumOld Kethotum
Entry level1,160700
Penalty-free level1,190
Move command cost50,000 zen50,000 zen
On footAida 2 (218, 237)The Aida safe zone
Main dropsExcellent Brilliant armour, Manticore Chaos Combination Charm fragmentsExcellent Holy Angel armour, Excellent socket pendants
The three Burning Kethotum monsters
MonsterBurning KethotumOld KethotumBehaviour
Crimson Lycan585195Low life and defence, but hits hard in melee
Crimson Minos585195High life and defence, melee
Crimson Harpy590195Ranged, with an area whirlwind spell
The Old Kethotum monsters, the same three at level 195

Old Kethotum is the same place rebuilt for the mid game — identical monsters at level 195 instead of 585, and a level 700 entry rather than 1,160.

The elite versions of the Kethotum monsters

Burning Kethotum's elite zones sit at fire (163, 125), water (214, 228), earth (211, 66), wind (80, 105) and dark (149, 182). All three elites are level 590 and land their elemental debuff pair with a 100% chance on every hit, which a Guardian's elite resistance option reduces.

Elite elementDebuffs applied to you
FireBleeding, attack power decrease
WaterDeadly poison, attack power decrease
EarthBleeding, attack speed decrease
WindDeadly poison, defence decrease
DarkBleeding, defence decrease

They drop the usual elite set: Elite Option Change Fragments, Sealed Armour Fragments, Golden Emblems, Elite Guardian Enhancement Stones and the Jewel of Harmony, most with a weekly cap.

The Kanturu Underground Facility

The Kanturu Underground Facility
A door that could not be opened was found broken open in the Kanturu ruins.

Arca scholars digging in the Kanturu ruins found a door that nothing should have been able to open standing smashed apart, with stairs leading down. They could not go any further — the things born down there were prowling the corridors — so the Noble Alliance sent the knights of MU instead.

SettingValue
How to get thereMove command window for 50,000 zen, or on foot from Kanturu Ruins (106, 159)
Entry level1,190
Penalty-free level1,220
Main dropsExcellent Brilliant armour, Excellent socket necklaces
Safe zoneIn the centre of the map — you arrive, respawn and reconnect there

It is an elemental hunting ground, and Helper Plus can send you straight to the main or sub-main spot of whichever element you want.

The three Kanturu Underground monsters
MonsterLevelBehaviour
Underground Persona615Uses Tornado and Evil Spirit
Underground Twin Tail620Swings a long spear and reaches distant targets
Underground Dreadfear620A melee two-hit slash
The five elemental elite zones marked on the map
The elite versions of the three underground monsters

The elite zones are at fire (40, 38), water (18, 215), earth (124, 10), wind (225, 212) and dark (235, 11), and every elite monster is level 620. The debuff table and drop table match Burning Kethotum.

The Shining Tail — 4th Guardian

The Shining Tail Guardian and its rare colourway
The nine-tailed Shining Tail, worn at level 1,100.

The fourth Guardian is the Shining Tail, an inventory-equipped mount at level 1,100, with a rarer recoloured Shining Tail (Rare) that has identical stats and turns up at a low rate from the same combination.

The Seal of Shining Tail

Upgrade it from the 3rd Guardian at the Trainer in Lorencia (122, 110) using the Seal of Shining Tail — 50,000 Ruud from Priest James in Elbeland (32, 239) — plus Bless ×20, Soul ×20, Chaos ×1, Creation ×1. A failure destroys the materials and drops the base Guardian to +0.

Base GuardianSuccess rate
+15100%
+1490%
+1380%
+1270%
+1160%
Option typeValues
BaseMovement speed, attack speed +7, defence +228
Normal (1–3 roll)Elemental attack power +177, elemental defence +177, defence +4.0 per 20 levels, attack / wizardry / curse power +4.0 per 20 levels (both capped at level 1,100)
Elite resistance (1 of 5)Fire, water, earth, wind or dark — each a pair of resistances against the matching elite zone's debuffs

A successful upgrade rerolls the normal options and always rerolls the elite resistance, so the element you end up defending against is out of your hands.

The Earring of Enchantment

The Earring of Enchantment, left and right, with its crafting mould

The 5th mastery earring is the Earring of Enchantment, upgraded from a +11 to +15 Earring of Vigour with the Mould of Enchantment — 25,000 Ruud from Priest James in Elbeland (32, 239) — plus Bless ×20, Soul ×20, Chaos ×1, Creation ×1. Left makes left, right makes right, and an earring with three options keeps at least two.

Base earringSuccess rate
+15100%
+1490%
+1380%
+1270%
+1160%
Right (level 900)Left (level 850)
Attack / wizardry / curse power304–307264–267
Elemental defence292234
Options (1–3 roll)Max mana +1,000, excellent damage rate +8%, critical damage rate +8%, AG recovery +10, attack speed +7Max life +1,000, skill attack power +25, mastery attack or wizardry +92, mastery excellent damage +155, mastery critical damage +155

Wearing both sides gives what used to be called the season mastery bonus and is now the earring set option: ignore enemy defence +5%, all stats +8 and mastery damage +70. The ladder now runs Wrath → Ancestors → Honour → Vigour → Enchantment.

Elf renewal

The Elf was finally split into two real builds. The attack Elf stacks Agility and shoots; the support Elf stacks Energy, buffs the party and carries a shield of her own.

Raining Arrow, the reworked Focus Shot, and Holy Bolt

For the attacker: crossbow, bow and quiver attack speed went up, the attack speed you get per point of Agility went up, and bows and crossbows now lose durability more slowly. Three skills arrived, all 1,000 Ruud from Priest James in Elbeland:

SkillRequirementWhat it does
Dex BoosterHigh Elf, Agility 500Movement speed, attack speed and attack success rate up for 300 seconds.
Raining ArrowHigh Elf, Agility 1,302, Multi-Shot and 10 points in Multi-Shot EnhancementFires arrows into the air so they fall like rain over an area.
Focus Shot (reworked)Agility 1,302, Multi-Shot and 10 points in Multi-Shot MasteryGuided arrows that hit several targets, with a chance of one extra hit.

Raining Arrow gets a full enhancement branch — attack power, damage count +2, additional damage rate, +1 target, splash damage, skill damage and weapon attack power — carrying deadly poison and bleeding.

For the support: Greater Elemental Damage and Greater Elemental Defence (both High Elf, Energy 1,500) raise a target's elemental attack or defence, though they do nothing for anyone not wearing an elemental pentagram. Holy Bolt (High Elf, Energy 1,200, Greater Damage plus 10 points of its mastery) gathers holy energy into a single-target bolt and gets its own enhancement branch with freeze and bleeding. Party Heal was reworked to heal the whole party, with an enhancement node for the amount.

The seven Fairy Shields, from Blood Angel to Manticore

Seven Fairy Shields arrived for the support Elf, each with a base option that strengthens Greater Elemental Defence:

Fairy ShieldLevelDefenceElemental defenceGreater Elemental Defence bonus
Blood Angel400303016%
Dark Angel600404118%
Holy Angel800515221%
Soul900636325%
Blue Eye1000747428%
Silver Heart1100868532%
Manticore1200959636%

Each also rolls up to two of reflect 5%, defence success rate +10%, max life, max mana and damage decrease, scaling from 165/165/45 on Blood Angel to 286/286/78 on Manticore. Finally the MU Helper gained two more buff slots for the Elf (4 → 6) and a heal-support setting under Party Support › Auto Recovery Settings › Trigger Skill Settings, where Heal and Party Heal can be assigned as the basic and trigger skills.

Levels, rebalancing and quality of life

The cap moved twice: 1,350 → 1,400 in Part 1 and 1,400 → 1,450 in Part 2, each with a season reward box through the Gremory Case — 30 days to claim, 14 days of validity once claimed, and no restoring either if you miss the window.

The two Season 17 reward muuns
ReachMuunBase ability
Level 1,350Kundun Mephis & LemuriaSkill attack power +15
Level 1,400Elemental ElfElemental defence +10

Both multiply their base ability 20× for 30 days.

Hunting grounds rebalanced

Two old maps were pulled down the level curve so the mid game flows better:

MapBeforeAfter
Nixie Lake entry level700630
Nixie Lake main-spot spawns109
Kubera Mine monster level380325
Kubera Mine (Abandoned) monster level400370

Kubera Mine gives less experience to match the lower levels; you hunt the normal area penalty-free from level 925 and the Abandoned Mine from level 970.

Quality of life

NPC shops gained tabs across the top so a vendor's stock is split into pages instead of one long list. The event inventory got a hotkey, Ctrl + V, which opens and closes it. The MU Helper gained a fourth buff slot (up from three) and a buff range setting, so buffs only go out to party members inside the distance you set.

Two late fixes: a successful 4th wings combination now returns the wings of the class that performed it, rather than a random class, and monsters that will apply a level penalty are now drawn in red both in the move command window and on the game screen, so you can see the problem before you walk into it.

Season 17 at a glance
  • Two new classes: White Wizard Kundun Mephis and Mage Lemuria
  • The Bond buff when the two of them party together
  • Manticore 7th weapons and Celestial Brilliant 8th armour
  • Burning Kethotum, Old Kethotum and the Kanturu Underground Facility
  • Shining Tail 4th Guardian and the Earring of Enchantment
  • Elf renewal: attack and support builds, Fairy Shields