MU Online Season 13 Guide

4th wings and the Swamp of Darkness · 2018

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Season 13 (2017-2018) built on the 4th class change. It added the Holy Angel weapon and Awakening Soul armour tiers, the 4th wings with their own elemental options, the Swamp of Darkness hunting ground and its boss zone, debuff options and passive side options on the skill enhancement tree, earrings and the Cutting Stone economy, and rebooted the Labyrinth of Dimensions into a 41-floor dungeon with a four-week league.

Holy Angel weapons and Awakening Soul armour

The eight Holy Angel mastery weapons

Two more mastery tiers arrived. Both upgrades run at the Chaos Goblin in Noria and both are 100%, keeping the base item's Luck and option lines while resetting its level.

UpgradeBase itemMaterialCost of the material
Dark Angel weapon → Holy Angel weapon+11 with 16 optionsAnvil of Holy Angel100,000 Ruud from Priest James in Elbeland
Holy Angel armour → Awakening Soul set+11 with 16 optionsSoul of Awakening50,000 Ruud from Priest James

Both recipes also take a bundle of Bless +2, a bundle of Soul +2, a Jewel of Chaos and a Jewel of Creation.

Holy Angel weapons need level 800 and all carry the same excellent block: excellent damage rate +10%, attack speed +7, life and mana recovery of (stat/8) per kill, attack or wizardry +1.8 per 20 levels and attack power +51.

WeaponClassAttack powerSpeedReq. STR / AGI
Holy Angel SwordDragon Knight420–43140954 / 309
Holy Angel Magic SwordMagic Knight419–430 (73%)45702 / 432 (energy 151)
Holy Angel StaffSoul Wizard, wizard Magic Knight158–171 (114%)30290 / 99
Holy Angel BowNoble Elf432–44945198 / 1,145
Holy Angel QuiverNoble Elf397–42155192 / 1,133
Holy Angel StickDimension Summoner149–157 (114%)30259 / 106
Holy Angel ScepterEmpire Lord367–379 (pet 130%)40665 / 155
Holy Angel ClawFist Blazer320–33035561 / 192
Holy Angel LanceShining Lancer235–24540419 / 302
The Awakening Soul Knight set: helm, armour, pants and boots
Awakening Soul Knight — the 4th mastery set for the Dragon Knight.
The Awakening Soul Lancer set
Awakening Soul Lancer — the Shining Lancer's set.
The Awakening Soul Elf set
Awakening Soul Elf — worn by the Noble Elf.

Awakening Soul sets need level 900 and introduce two new mechanics. Triple damage turns one normal hit into a ×3 hit by chance, and it works on normal, excellent, critical and ignore-defense damage alike. The new mastery options — mastery attack power, wizardry, critical damage, excellent damage and base defense — scale with the item's enhancement level, and the growth rate differs by class and item type. Excellent 4th mastery armour also gained base defense +1.5 per 20 levels, and can no longer roll the zen-gain option.

Set bonus (all classes)Value
Skill attack power+40 to +55 depending on class
Main stat+100 (strength, agility or energy)
Double damage rate+18%
Ignore enemy defense+9
All stats+25
Critical damage rate / excellent damage rate+20% each
Triple damage+2%
Mastery optionsAttack power or wizardry, critical damage, excellent damage, base defense

4th wings

The eight 4th wings and capes, one per class

4th wings need level 800 and the 4th class change. They are built in two steps from a +13 third wing, exactly like third wings were.

ResultRateMaterials
Feather of Garuda60%3rd wing +13 with 4+ options, high-grade magic stone, 30× Chaos, 30× Soul, 30× Bless, 30× Creation
4th wing40%Feather of Garuda, Flame of Garuda, 50× Golden Emblem, high-grade magic stone, 30× Chaos, 30× Soul, 30× Bless, 30× Creation

The Flame of Garuda drops rarely on Deep Dungeon floors 2–5 and the Golden Emblem comes from the Swamp of Darkness bosses. A Lucky Charm adds +10% on top of the rate, as with third wings.

Wing levelDamage increaseDamage decreaseDamage decrease (Dark Lord)
+055%43%37%
+560%53%47%
+1065%63%57%
+1368%69%63%
+1570%73%67%
A 4th wing tooltip showing its random options and elemental options
A 4th wing carries 1–4 random options plus, once elemented, 1–2 elemental options.

A successful combination attaches 1 to 4 random options out of eleven — full mana or life recovery chance, reflect, ignore defense, excellent or double damage rate, attack speed, and the four stats — each rolled at one of four value tiers.

Wings can then be given an element at NPC Adniel in Elbeland, using the wing plus a rank 1 errtel, 9 Golden Emblems and 3 high-grade magic stones. A higher errtel level improves the chance. On success the wing always gains elemental defense and may gain one more elemental option. The element then levels up with Elemental Runes like an errtel — but a failed attempt drops the element one stage.

Class4th wing
Dark WizardWings of Heaven
Dark KnightWings of Incarnation
ElfWings of the Celestial Body
Magic GladiatorWings of Ruin
Dark LordCape of Domination
SummonerWings of the Other World
Rage FighterCape of Judgment
Grow LancerCape of Detachment

The look changes at three points: base, +13 and +15.

Swamp of Darkness

Map of the Swamp of Darkness with its fire, earth, wind, water and darkness zones
The Swamp of Darkness — a safe zone in the middle with a gate into each elemental zone.

Entry needs level 800 and costs 50,000 zen from the move command window (M). Each element has its own zone reached by its own gate from the safe zone, and every monster here is level 275.

The Swamp of Darkness monsters: Swamp Ent, Wooden Beast, Swamp Wizard and Mutant Tile
MonsterWhereBehaviour
Swamp EntAll five zonesSwings axe-like arms; reaches out to medium range
Wooden BeastAll five zonesMelee, swings hardened wooden fists
Swamp WizardFire, earth and darkness onlyRanged caster that glides along throwing hexes
Mutant TileWind and water onlyVery agile ranged attacker with a long weapon

Swamp of Darkness boss zone

The Swamp of Darkness bosses: Swamp Monster, its summon, the Water Monster and the God of Darkness

Two gates lead into the boss zone — one in the fire zone at (12, 158) and one in the water zone at (241, 91). There is no level restriction, but only 10 players fit inside. Bosses spawn on a random 18 to 24 hour timer, and the safe zone shows whether one is up, five minutes away, or absent.

BossSkills
Swamp MonsterSpit (poison debuff) and Summon (calls in minions)
Swamp Monster summonSmoke — a fan-shaped breath that damages everyone inside it
Water MonsterWave (straight line), Water Jet (rains water from above) and Healing — it moves to a water object and restores its HP
God of DarknessFlame — slams a burning weapon into the ground so the floor splits and flames erupt; Darkness — black smoke coils around it as it attacks
The God of Darkness using its Flame and Darkness skills

The God of Darkness is the final boss, and it comes with a hard rule: a timer starts when it appears, and if it is still alive when the timer runs out, everyone in the boss zone is wiped out.

Skill enhancement tree: debuffs and side options

The skill enhancement tree with its locked debuff selection icon
Spend 10 points on an enhancement skill and the [?] debuff slot opens.

The tree gained a second layer. Push an enhancement skill to 10 points and a [?] icon lights up; clicking it opens the debuff selection popup, where you pick one of the two debuffs tied to that skill. From then on, using the skill applies the debuff.

ClassSkillDebuff choices
Dark KnightBlow / Fire Blow / Strike of RageBleeding or freeze / shock or bleeding / deadly poison or freeze
Dark WizardMeteor Strike / Evil Spirits / Meteor StormShock or bleeding / freeze or poison / poison or freeze
ElfMulti-Shot / Multishot / Focus ShotBleeding or freeze / shock or poison / poison or bleeding
SummonerLightning Shock / Aqua Beast / Fire BeastBleeding or freeze / freeze or poison / poison or shock
Magic GladiatorFire Blood / Ice Blood / Blood Attack / Dark Blast / Evil SpiritsBleeding, freeze, poison and shock across the five
Dark LordChaotic Diseier / Wind Soul / Fire BurstBleeding or freeze / freeze or shock / poison or bleeding
Rage FighterSpirit Hook / Dark Side / Dragon RoarBleeding or shock / freeze or poison / poison or freeze
Grow LancerBreche / Magic Pin / Shining Peak / Gigantic StormBleeding, shock, freeze and poison across the four

Passive side options

Points spent in the tree also unlock passive options on the side panels, in three stages of 10 points each (30 points maximum per option). Each stage re-locks once its 10 points are in.

PanelOptionStage 1Stage 2Stage 3
Skill enhancementMax life increase20P45P65P
Skill enhancementVariable stat addition40P80P120P
Skill enhancementBase defense increase60P100P140P
Debuff enhancementAttack power / wizardry increase10P35P60P
Debuff enhancementVariable stat addition30P70P110P
Debuff enhancementSkill damage increase50P90P130P

Variable stat addition is the interesting one: it hands you points you spend directly on strength, agility, vitality or energy. Those stats raise your character's attributes but do not count toward item requirements, and resetting the tree resets them too. Base defense from the tree cannot be pierced by ignore-defense options.

New skills and debuff damage

Damage range diagram for the Rage Fighter's Spirit Hook
Spirit Hook — a right and left hook that hit everything close in.

The Rage Fighter gained Spirit Hook, learned from a parchment sold by Priest James and requiring 1,480 vitality and 10 points in Chain Drive enhancement. One cast throws two hooks and lands 4 damage instances on every target in range. Chain Drive enhancement was removed from the tree and replaced by Spirit Hook enhancement.

Damage range diagram for the Grow Lancer's reworked Shining Peak
Shining Peak now hits a directional area instead of a circle, and lost its cooldown.

Shining Peak changed from a circular area to a directional one and lost its cooldown; in its enhancement tree the cooldown and range options were swapped for area and attack speed.

Debuff damage was also rebuilt. Deadly poison damage and all four explosion skills — Poison Storm, Frozen Slayer, Bleeding Hit and Stun Boom — no longer use fixed numbers: they scale with the caster's level as a minimum to maximum attack power range. On the other side, monsters gained debuff resistance (subtracted from your chance to apply a debuff) and debuff defense (subtracted from debuff damage).

The master skill tree with the new elemental defense and max life amplification options
Two new master tree nodes: elemental defense for every class, max life amplification for the Rage Fighter.

Labyrinth of Dimensions reboot

The Labyrinth was rebuilt from 7 floors to 41. Instead of climbing from floor 1 you now pick the floor you want and clear that one floor; monster strength and rewards scale with it. Every map is 10×10, and the run is the same as before — find the exit and finish the five missions there.

FloorRecommended levelFirst clearRepeat clear
140050 points25 points
10580500250
207801,000500
309801,500750
411,2002,0501,025

The pattern is simple: recommended level = 380 + 20 × floor, first clear = 50 × floor, repeat = half that. Extra points come from the daily first clear (1,000), killing the Labyrinth Goblin (2,000) — which only appears if you reach the exit within 10 rooms — and a bonus for clearing in under 20 minutes.

Entry is through the Dimension Gate at the Event Map Plaza (227, 65) and costs one Elena's Letter, which drops from monsters of level 110 and above (Uruk Mountain upward). You can hold at most 10. Clearing pays a Labyrinth of Dimensions Box — low, mid or high grade — into the Gremory Case for 7 days; high-grade boxes can rarely hold the Soul of Hero Blood Angel.

The league

A league runs over 4 weeks across four tiers: Bronze, Silver, Gold, Legend. Everyone starts in Bronze. Each week players of the same tier are grouped in fives and ranked on the Labyrinth Points they earn that week; at the Thursday maintenance the group is judged — 1st and 2nd promote, 3rd and 4th stay, 5th drops — and new groups are drawn. Ties are broken by who reached the score first. While the league runs, the floors open gradually: week 1 floors 1–10, week 2 1–20, week 3 1–30, week 4 all 41.

Final tierReward
Legend10× Labyrinth of Dimensions Box
Gold5× box
Silver2× box

Three other changes: leaving the map no longer saves progress, the zen and experience missions were removed, and a kill monsters within a time limit mission was added.

Earrings and the Cutting Stone

The earring enhancement window at the Chaos Goblin
Earrings are enhanced at the Chaos Goblin using Cutting Stones and zen.

Season 13 added a new equipment slot: the earring. They come only from the Mastery Accessory Box sold by NPC Mos, opened with a Jewel of Bless. All classes can wear them, and there are two dedicated slots — the level 300 Earring of Wrath (left) and the level 700 Earring of Wrath (right). Wearing a matching left and right pair from the same season grants a season set effect.

Earrings carry attack / wizardry / curse power and elemental defense natively, both rising with enhancement, and each rolls 1 to 3 random options out of 5.

Left earring optionsRight earring optionsSeason set bonus
Max lifeMax manaIgnore enemy defense
Critical damageAG auto-recoveryAll stats
Excellent damageCritical rate
Attack power / wizardryExcellent rate
Skill attack powerAttack speed

Enhancement goes to +15 at the Chaos Goblin and consumes Cutting Stones plus zen. The earring is never destroyed, but from +7 onward a failure resets it to +0.

Cutting Stone recipeYield
2 excellent rings2 Cutting Stones
2 excellent necklaces3 Cutting Stones
2 excellent earrings4 Cutting Stones
One 10-jewel bundle each of Life, Creation, Soul, Chaos, Harmony and Guardian1 Cutting Stone

Ring and necklace recipes bulk-combine up to 32 items / 16 runs at once (jewel bundles do not). With this revamp, the excellent rings and necklaces that used to drop in Elbeland, Lost Tower, Atlans and Tarkan now come only from Mos.

Rage Fighter absolute weapon and buff items

The Rage Fighter finally got an absolute weapon. The Archangel's Absolute Claw has no level requirement and carries Phoenix Shot; upgrading it at +15 with 16 options at the Chaos Goblin in Noria — with an Archangel's Hammer, 30 Bless, 30 Soul, 30 Life and a Jewel of Chaos — produces the Blessed Archangel's Absolute Claw at 100%, which adds the Archangel's Will buff skill and upgrades its excellent lines to attack power +2.0 per 20 levels and attack power +57.

Short-term buffs

The 30-minute buff items were split into two families that stack with each other but not within themselves: [Increase] items in sky-blue text and [Enhance] items in pink. The Helper only offers combinations that are legal together.

FamilyItemsEffect
IncreaseElixir of Life, Jack O'Lantern Food, Cherry Blossom DumplingMax life
IncreaseElixir of Mana, Jack O'Lantern Drink, Cherry Blossom LiquorMax mana
IncreaseElixir of Swiftness, Jack O'Lantern BlessingAttack speed
EnhanceElixir of Strength / Elixir of WizardryAttack power / wizardry
EnhanceJack O'Lantern Wrath, Cherry Blossom PetalAttack power and wizardry
EnhanceElixir of Defense, Jack O'Lantern CryDefense
EnhanceElixir of Lethality / Elixir of MightCritical damage / excellent damage

Eight elixirs were new in this patch.

Level 1050 and quality of life

The level cap moved from 1000 to 1050, and reaching level 1000 before the next season paid a reward box — held 30 days in the Gremory Case, valid 14 days once taken out, and containing the Rexmillon King muun (elemental defense +10, running at 20× for its first 30 days).

Other changes worth knowing:

ChangeDetail
Free channel switchingA channel button at the top-left of the screen, next to the map name
Period extensionTwo identical time-limited items can be merged into one, up to 50 days total — necklaces, pets, small wings and capes, charms, figures and transformation rings. Inventory only, and right-click items must be off first
Skill imprintAll ten hotkeys (1–0) now take any skill; the normal / special split is gone, and the < . > buttons flip the bar between 1–5 and 6–0
Master treeNew elemental defense option for every class, plus max life amplification for the Rage Fighter
Move command windowSort by difficulty or alphabetically, and hover a map to see its main monsters
Elemental capsElemental attack and defense success rates now have maximum values; anything above the cap is ignored

Map entry levels were also retuned: the Arena dropped from 50 to 1, Devias from 20 to 10, Atlans from 60 to 50 and the Swamp of Peace from 400 to 380, while Karutan 1 went from 170 to 280, Vulcanus from 30 to 300, Kanturu Relics from 230 to 300, and Karutan 2, Aida 2, Kanturu Ruins 3 and Raklion all moved up to 380.

Season 13 at a glance
  • Holy Angel weapons & Awakening Soul sets
  • 4th wings with elemental options
  • Swamp of Darkness and the God of Darkness
  • Debuff options on the skill enhancement tree
  • Labyrinth of Dimensions: 41 floors and a league
  • Earrings, Cutting Stones and level 1050