MU Online Season 16 Guide

The two-part 2020 – 2021 release, sorted by what you still use

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You are running more Season 16 than you think. Every pentagram on your character obeys rules this release wrote, every harmony option on your gear comes out of a system it rebuilt from scratch, and the charm that stops a failed +13 destroying your armour was added here. Its maps, its mastery tiers and its level cap are another matter. This guide sorts the release into what you use, what you walk through, and what expired.

Why a 2021 patch still runs your character

Season 16 shipped in two parts and split its budget oddly. One half is content: a new class, two hunting grounds, a sixth mastery weapon tier, a seventh armour tier, a Guardian mount, an earring and two cap raises. The other half is rules: the elemental system rebuilt, the Jewel of Harmony replaced wholesale, the Magic Gladiator split in three, and mounts allowed in town.

That split is why the season ages strangely. Places and items get outscaled; rules get inherited and never looked at again. Season 17 made Silver Heart a mid-ladder weapon within a year, but nothing since has rewritten how a pentagram accepts errtels.

Where Season 16 lands on your route

The whole season as one ladder, so you can see which parts you are near. All of it assumes a high-exp server, where these levels arrive fast.

LevelWhat of Season 16 opens hereWorth stopping for
800Mastery pentagrams (3rd class change), the left Earring of Blood Vigour, Wings of BloodshedYes — pentagram work done here is permanent
850The right Earring of Blood Vigour, so the pair bonus startsYes, but only as a pair
1,000The Fierce Lion, third of the Guardian mountsYes, for the elite resistance roll alone
1,100Arnil Temple opens; Silver Heart weapons become wearableYes, briefly
1,130Arnil Temple stops costing you experience; Ashen Aida opensPass through
1,160Ashen Aida stops costing you experiencePass through
1,200Roaring Manticore armour becomes wearableYes, as a rung on the way up
1,250 and 1,300Where the season handed out its two reward muunsNo — the boost ran for 30 days and is long gone
1,350Where Season 16 left the level capHistorical; later seasons moved it again

The elemental rules you inherited and never saw change

This is the most load-bearing part of the season and the least likely to be sold as an upgrade. The old system punished you for committing: a fire pentagram took fire errtels, and skills were engraved to an element.

A pentagram of any element now accepts errtels of every element, and the engraving restriction on individual skills is gone, so an engraved skill keeps its weighting whichever pentagram you wear.

The second half of the rebuild was units. Percentages became flat values:

OptionHow it used to readHow it reads now
Elemental attack successSuccess rate as a percentageSuccess rate as a value
Elemental defence successSuccess rate as a percentageSuccess rate as a value
Attack advantageAdvantage percentage against that elementAttack power against that element, as a value
Defence advantageAdvantage percentage against that elementDefence against that element, as a value

Stat points also began feeding elemental attack and defence properly, including the points handed to you by items and master-tree options, which previously did nothing there.

The opposing-element option, and the cycle behind it

Every pentagram generates an attack and a defence option against one element for free, growing as it is enhanced. The five pairs form a closed loop, so your choice decides who you beat and who beats you.

Pentagram you wearGains attack and defence againstWhich means this pentagram gains on you
FireDarkWater
WaterFireEarth
EarthWaterWind
WindEarthDark
DarkWindFire

Mastery pentagrams and mastery errtels

Pentagrams and errtels split into two grades, normal and mastery. A mastery pentagram takes mastery errtels only, of the same grade, and can be worn from the 3rd class change at level 800. The one exception is the Errtel of Radiance, which has no mastery grade and fits anything.

The grade is worth chasing for one reason beyond the stats: a mastery errtel inherits its rank 1 to rank 3 options but drops the rank conditions, and one option level raises every option at once. They also carry set effects.

Mastery errtel setAt 2 piecesAt 4 piecesSecond 4-piece line
Of Fighting SpiritElemental attack power increaseExtreme-advantage attack power +60Elemental damage +100
Of PassionElemental defence increaseExtreme-advantage defence +45Elemental base defence +20

All of it runs through Adniel in Elbeland (37, 215). Read the zen twice: the pentagram upgrade is a hundred-million-zen bet that destroys the pentagram if it loses.

What Adniel doesWhat it needsZenChance
Upgrade a pentagram to mastery gradeIntermediate or advanced pentagram at +11 or better, Pentagram Emblem, Bless ×30, Soul ×30, Creation ×10, every errtel unmounted100,000,000+11 80%, +12 85%, +13 90%, +14 95%, +15 100%; a failure destroys it
Upgrade an errtel to mastery gradeRank 1 errtel at option level 7–10, or any rank 2 or 3 errtel, plus Errtel Emblem, Bless ×30, Soul ×30, Creation ×1025,000,000Rank 1: 70 / 80 / 90 / 100% from +7 to +10. Rank 2: 85% at +0, 90, 95, then 100% from +3. Rank 3: 100%
Generate an elemental option on a pentagramA mastery errtel at option level 3 or higher, Creation ×1010,000,000100%
Enhance an elemental optionAn Elemental Rune, up to option level 10Scales with the levelDifferential, and a failure knocks the option down a level
Remove an elemental optionNothing but the feeFlat fee100%

A mastery pentagram holds as many elemental options as it has Anger, Blessing and Divinity slots. Anger and Integrity errtels generate attack options, Blessing and Divinity defence options, and nothing may duplicate an option it already has.

The Jewel of Harmony you actually use is the Season 16 one

The Season 16 harmony option window showing rolled options before they are confirmed
Granting, removal and stone crafting live with Osbourne and Jerridon in Aida.

If you have used a Jewel of Harmony on a Season 22 server, you used the version written here: the old one was replaced, not adjusted. It worked on white items at +0, granted one option, could fail, scaled with enhancement and blocked trade.

RuleBefore Season 16What you play with nowWhat it changes for you
What it works on+0 normal and Excellent gearExcellent, socket and set gear at +9 or higherHarmony became endgame polish, not something you put on a white drop
TradingBlocked once an option was on the itemAllowedYou can buy a good roll instead of grinding for one
Option valueTied to the item's enhancement levelThe same at any enhancement levelRoll at +9; enhancing first adds nothing
Options grantedOne, at random, and the attempt could failOne to three, at random, with no failure chanceThe jewel can no longer waste itself

The option lists were rewritten too. Swords roll strength, agility and energy, attack success rate, attack power, critical and excellent damage, skill attack power, durability, SD decrease rate and 5% of mana as attack power; staffs and books the wizardry and curse equivalents; armour vitality, defence, max AG, life and mana, recovery, damage decrease, durability and 10% of mana as life.

Values roll inside a band, and the colour tells you which one you hit — and whether the item can take a refining stone.

BandColour it prints inExample on strengthCounts towards a refining stone
LowerWhite+10No
IntermediateWhite+15No
HigherSky blue+20Yes
HighestPink+30Yes

Nothing is written until you press Confirm option, which shows what you rolled and the maximum each line could have reached.

The window used to strip harmony options back off an item
Removal is priced per option.

All the money in one place, since it is scattered across the patch note otherwise:

What you are paying forZen
Granting harmony options100,000
Removing one option200,000
Removing two options400,000
Removing three options800,000
Crafting a refining stone — lower from a +4 or better normal item, higher from an Excellent one150,000, and the item is destroyed if the craft fails
Refining a rough jewel50,000 each
Crafting a harmony refining stone from an existing item
Stones are crafted now, and the item you feed in can be lost.

Refining stones changed job entirely. They no longer raise option values; they grant a harmony bonus option, and only on an item whose three options all landed in the higher band or above. A lower stone works 10% of the time, a higher one 50%, and a failure wipes the bonus.

StageBonus optionSuccesses needed from scratch
1Required strength and agility −101
2−202
3−303
4−404
5−505

The jewel itself now drops in the elite zones as well as the Kanturu Maya zone, under a weekly cap.

Small print that costs items: upgrading mastery armour resets its harmony options, so do harmony last; set items with harmony options cannot be dismantled; an outlaw who drops one loses them.

Two accessories built on the same upgrade contract

The season added a Guardian mount and an earring. They sit in different slots but behave identically: you upgrade into both from the previous tier, and the enhancement level of what you feed in sets your odds.

Enhancement on the base itemChance the upgrade takes
+15100%
+1490%
+1380%
+1270%
+1160%

The published ladder stops at +11, so push the base item to +15 and the attempt risks nothing.

What you are makingWhat goes inMaterial, bought with RuudJewelsWhat success rerolls
Fierce Lion, the 3rd Guardian, worn at level 1,000A 2nd Guardian at +11 or betterSeal of Fierce Lion — 50,000 Ruud from Priest James in Elbeland (32, 239)Bless ×20, Soul ×20, Chaos ×1, Creation ×1Its normal options, and always the elite resistance
Earring of Blood Vigour, the 4th mastery earringA 3rd mastery earring at +11 to +15; left makes leftBlood Vigour Crafting Mould — 25,000 Ruud from Priest James in Elbeland (32, 239)Bless ×20, Soul ×20, Chaos ×1, Creation ×1Its options, although an earring with three keeps at least two

The Fierce Lion, and why the reroll is the point

The Fierce Lion Guardian mount beside its rarer recoloured version
Worn from level 1,000; the rare colourway has identical stats.

The Fierce Lion is an inventory-equipped mount, upgraded at the Trainer in Lorencia (122, 110). A failure costs more than the rate table shows: the materials are gone and the base Guardian falls to +0. A Fierce Lion (Rare) with identical stats comes out of the same combination at a low rate.

The Seal of Fierce Lion, the Ruud-bought material for the third Guardian
50,000 Ruud from Priest James in Elbeland.

Its base options are movement speed and attack speed +7, and this season added defence as a base option on all three Guardians, scaling with enhancement level. On top it rolls one to three normal options — elemental attack power +120, elemental defence +120, and defence or attack, wizardry or curse power +3 per 20 levels up to level 1,100 — plus one of the five elite resistance sets.

That last line is why a Guardian matters in Season 22. Elite monsters land their debuff pair on every hit, so your resistance decides whether an elite zone is farmable, and a successful upgrade always rerolls it.

The Earring of Blood Vigour

The left and right Earring of Blood Vigour shown with the crafting mould
A bonus that only exists when you wear both.

The two sides are not interchangeable, and the offensive one comes later.

SideLevelAttack / wizardry / curse powerElemental defenceThe one to three options it can roll
Left800198–210168Max life +800, skill attack power +23, mastery attack power or wizardry +74, mastery excellent damage +125, mastery critical damage +125
Right850238–241226Max mana +800, excellent damage rate +7%, critical damage rate +7%, AG recovery +10, attack speed +7

Wearing both pays the season mastery bonus: ignore enemy defence +4%, all stats +7, and the new mastery damage +60, flat damage on every hit that grows with enhancement level. The ladder now reads Wrath, Ancestors, Honour, Blood Vigour.

Silver Heart and Roaring Manticore: two rungs you pass through

All thirteen Silver Heart sixth-tier mastery weapons
Thirteen weapons and a shield at level 1,100.

Season 16 added the sixth mastery weapon tier and the seventh armour tier. Both are reached the same way: take the tier below at +11 with 16 options, buy a Ruud material, and the combination is guaranteed.

The Silver Heart Anvil and the Manticore's Soul, the two Ruud materials for this tier
Both come from James in Elbeland.

Both combinations, side by side:

What you are makingBase itemMaterialJewelsRateWhat survives the change
Silver Heart weapon, worn at level 1,100A Blue Eye Excellent weapon at +11 with 16 optionsSilver Heart Anvil — 100,000 Ruud from James in ElbelandBless ×30, Soul ×30, Chaos ×1, Creation ×1100%Weapon type, Luck and the Excellent options
Roaring Manticore armour, worn at level 1,200A Silver Heart set armour piece at +11 with 16 optionsManticore's Soul — 50,000 Ruud from James in ElbelandBless ×30, Soul ×30, Chaos ×1, Creation ×1100%Wearing class, equipment slot, Luck and the all-stats option

Every Silver Heart weapon shares one Excellent block, so only base damage and speed differ: excellent damage rate +10%, attack or magic speed +7, life and mana of (stat/8) per kill, attack, wizardry or curse power +2.4 per 20 levels and +68 flat.

Scales fromWeaponClassAttack powerSpeedRequirements
Physical, meleeSilver Heart SwordDragon Knight618–62940Str 1,006 or Ene 936 / Agi 327
Physical, meleeSilver Heart Magic SwordDuel Master617–62745Str 743 / Agi 458 / Ene 164
Physical, meleeSilver Heart Magic Two-Handed SwordMagic Gladiator790–84045Str 743 / Agi 458 / Ene 164
Physical, meleeSilver Heart Short SwordMaster Slayer601–64445Str 341 / Agi 1,081
Physical, meleeSilver Heart ClawFist Master521–53335Str 595 / Agi 199
Physical, meleeSilver Heart LanceMirage Lancer400–41540Str 448 / Agi 320
Physical, rangedSilver Heart BowHigh Elf838–86145Str 206 / Agi 1,204
Physical, rangedSilver Heart QuiverHigh Elf561–58455Str 199 / Agi 1,190
Pet damageSilver Heart ScepterLord Emperor642–658, pet 104%40Str 710 / Agi 166
WizardrySilver Heart StaffGrand Master224–237, wizardry 148%30Str 308 / Agi 106
WizardrySilver Heart StickDimension Master207–218, wizardry 148%30Str 278 / Agi 112
WizardrySilver Heart Rune MaceMajestic Rune Wizard193–200, wizardry 123%50Str 294 / Agi 113 / Ene 1,108
CurseBook of Silver HeartDimension Mastercurse power 144%50Agi 206 / Ene 760
DefenceSilver Heart ShieldDragon Knightdefence 92120Str 245 or Ene 950 / Agi 189

The shield is the interesting one. It keeps the Faith Knight option, where damage taken for a party member is cut by shield defence × 0.1, and rolls base defence +2.4 per 20 levels, reflect 5%, defence success rate +10%, max life and mana +264 and damage decrease 72.

One balance line came with the tier: the Blue Eye Scepter’s pet attack power went from 88% to 96%.

Roaring Manticore, ranked by what you actually get

Roaring Manticore armour pieces for four of the classes
Four pieces per class, worn at level 1,200.

Which four pieces you get depends on your class, and the defences are quoted in the set’s own order, so they do not compare as published. The table adds the four-piece total and sorts by it.

ClassPiecesDefence, in piece orderFour-piece total
Dragon Knight (Faith, energy)Helm, armour, pants, boots410 / 433 / 423 / 4091,675
Dragon Knight (strength)Helm, armour, pants, boots391 / 414 / 404 / 3901,599
SlaughtererHelm, armour, pants, gloves395 / 408 / 401 / 3761,580
Magic Knight (strength)Armour, pants, gloves, boots413 / 389 / 382 / 3881,572
Magic Knight (energy)Armour, pants, gloves, boots409 / 384 / 379 / 3831,555
Noble Elf (attack)Helm, armour, pants, gloves386 / 392 / 388 / 3771,543
Fist BlazerHelm, armour, pants, boots365 / 394 / 383 / 3721,514
Majestic Rune WizardHelm, armour, pants, gloves376 / 384 / 381 / 3711,512
Empire LordHelm, armour, pants, gloves367 / 389 / 376 / 3641,496
Dimension SummonerHelm, armour, pants, gloves372 / 384 / 376 / 3631,495
Soul WizardHelm, armour, pants, gloves369 / 379 / 376 / 3641,488
Shining LancerHelm, armour, pants, gloves361 / 374 / 369 / 3621,466
Noble Elf (support)Helm, armour, pants, gloves303 / 310 / 304 / 2921,209

The set bonuses are where the tier earns its level requirement. The last two rows break the pattern completely.

PiecesWhat it gives
2 setMastery skill attack power, mastery main stat
3 setDouble damage rate +18%, mastery attack power or wizardry
4 setMastery 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 +8%, mastery max life, mastery damage decrease
4 set — Faith Knight insteadCritical damage rate +35%, excellent damage rate +35%, and Solid Protection party attack power +230 in place of the damage lines
4 set — support Elf insteadDefence improvement +55%, attack improvement +55%, +47% defence with a shield equipped, defence +280 and max life +570

Mastery charms, the quietest useful thing in the season

Every mastery tier got its own bound Chaos Combination Charm, and it is what makes the mastery ladder survivable. It costs 5% off the rate, and in exchange the item is not destroyed when a +10 to +15 enhancement fails. It cannot stack with the ordinary charm.

Fragments drop from monsters, five make a charm, and the drop is capped weekly, so farm for the tier you will enhance next.

CharmMastery tier it protectsWhere its fragments drop
Silver Heart6thArnil Temple
Blue Eye5thScorched Canyon
Soul4thKubera Mine
Holy Angel3rdSwamp of Darkness
Dark Angel2ndLake of Nixies
Blood Angel1stFeria

Arnil Temple and Ashen Aida as one elite-zone corridor

The two hunting grounds make more sense as one 30-level corridor than as two destinations: they open thirty levels apart, drop much the same things, and share the same five elite zones.

The ruined Arnil Temple seen from above, with its gates and open courtyards
Arnil Temple, the shrine of the god who became Lemuria.
The bleached black and white forest of Ashen Aida
Ashen Aida, bleached by magic that never faded.

The names carry the lore. Arnil Temple served Arnil, a blood-drinking god of the ancient empire, and the priests who built it were demons in human faces: they gathered half the continent for a great assembly, revealed themselves, and killed everyone present to wake their god. Arnil rose as Lemuria, and Lemuria resurrected the sealed Secneum — Kundun. Ashen Aida is simpler: a pocket deep in Aida where the forbidden magic never faded, bleaching everything to black and white.

SettingArnil TempleAshen Aida
How you get thereMove command window for 50,000 zen, or on foot from Elbeland (209, 135)Move command window for 50,000 zen, or on foot from Aida (120, 113)
Entry level1,1001,130
Level at which the experience penalty stops1,1301,160
Main dropExcellent Manticore armourExcellent Manticore armour and Excellent socket necklaces
Monster level band520 – 530550 – 560
Elite zonesFive, one per elementFive, one per element
Area gates(123, 13) and (124, 190)—

Arnil Temple admits you at 1,100 but charges experience until 1,130, which is exactly where Ashen Aida opens. On a high-exp server, treat the pair as a single stop.

The three Arnil Temple monsters
Temple Ogre, Gremlin and Gargoyle, levels 520 to 530.
The four Ashen Aida monsters
The Ashen line, levels 550 to 560.

Only the two ranged monsters need any thought, because both drain mana on every hit.

MapMonsterLevelHow it fights
Arnil TempleTemple Ogre520Melee
Arnil TempleTemple Gremlin525Ranged, hits an area, and takes 100 mana off you per hit
Arnil TempleTemple Gargoyle530Melee
Arnil TempleElite versions of all three530Elite-zone only, and every hit lands a debuff pair
Ashen AidaAshen Death Tree550Melee
Ashen AidaAshen Forest Orc555Melee
Ashen AidaAshen Death Rider555Melee
Ashen AidaAshen Witch Queen560Ranged, hits an area, and takes 150 mana off you per hit
Ashen Aida(Elite) Ashen Golem and (Elite) Ashen Bloody Witch Queen560Elite-zone only, same debuff contract
The elite versions of the three Arnil Temple monsters
Every temple elite is level 530.
The two Ashen Aida elite monsters
Ashen Aida fields two elites, both level 560.
The main hunting spots and the five elemental elite zones of Ashen Aida
Five flags, one per element.

The elite zones are the reason to come and the reason to prepare. Every elite lands its debuff pair with a 100% chance on every hit. Both maps’ flag coordinates sit beside those debuffs, so you can match a zone to your Guardian’s resistance.

Elite elementWhat it puts on you, every hitArnil Temple flagAshen Aida flag
FireBleeding and attack power decrease(34, 187)(20, 59)
WaterDeadly poison and attack power decrease(46, 133)(47, 108)
EarthBleeding and attack speed decrease(162, 81)(168, 169)
WindDeadly poison and defence decrease(135, 220)(97, 161)
DarkBleeding and defence decrease(35, 69)(226, 130)

Elite drops are the same on both maps: the Elite Option Change Fragment, the Sealed Armour Fragment, the Golden Emblem, the Elite Guardian Enhancement Stone and, new this season, the Jewel of Harmony. Ashen Aida added Garuda’s Flame in 16-2, a second fourth-wing material beside the Golden Crest. Fifty Sealed Armour Fragments become a +13 armour piece at the Noria Chaos Goblin:

StepWhat you feed inWhat comes out
Craft the plate50 Sealed Armour Fragments, Bless ×5, Soul ×5, Creation ×1, Chaos ×1Scratched Blood Angel Armour
Restore itScratched Blood Angel Armour, Bless ×10, Soul ×10, Creation ×1, Chaos ×1A +13 Blood Angel armour piece for a random class

The Gun Crusher, read as a class choice rather than a news item

Key art of the Gun Crusher, the magic gunner class added in Season 16
Fisher, first of the Imperial Task Force.

The Gun Crusher is still on your creation screen, so the question is not what it added in 2021 but whether it is the class you want to level. Mechanically it is a magic gunner: ranged, scaling on Energy, with damage that is wizardry rather than weapon work.

The story: the MU Empire, losing ground to Kundun, founded the Imperial Task Force in secret and raised abducted orphans through brutal training. Fisher, the boy with the fiercest eyes, survived it and lost himself doing so.

What you are pickingValue
RoleRanged attacker, damage scaling on Energy
WeaponMagic gun, which no other class uses
Starting townElbeland
Base life and mana100 / 80
Base strength / agility / vitality / energy20 / 18 / 20 / 25
Class change namesGun Crusher, then Gun Breaker, then Master Gun Breaker
Set party it belongs toGun Crusher with a Rune Wizard and a Grow Lancer

The skill bar, grouped by element

Dark Plasma, Ice Break and Death Fire being cast by a Gun Crusher
The three skills Marce sells in Elbeland.
Ice Blast and Bursting Flare, the two Ruud-shop skills
Ice Blast and Bursting Flare come from the Ruud shop.

Grouped by element, the bar is a water set, a fire set, one neutral field and a buff.

SkillElementWhere it comes fromWhat it does
Dark PlasmaNoneMarce, ElbelandDrops a plasma field on a target or a spot. It does not travel, and damages everything near it every 0.5 seconds for 5 seconds
Ice BreakWaterMarce, ElbelandRaises ice in front of you for one hit, then shatters the shards for a second
Ice BlastWaterJames, the Ruud shop in ElbelandCovers the whole area around you, with ice erupting wherever the shots land
Death IceWaterAdded later, with its own master-tree optionsNeeds Energy 100
Death FireFireMarce, ElbelandSustained rapid fire in a fan in front of you, at very high attack speed
Bursting FlareFireJames, the Ruud shop in ElbelandA heavy shot on one target plus a shockwave around you; anything caught by both takes extra damage
Fixed Fire (buff)—Marse, Elbeland (36, 218), needs Energy 300Rebalances how your stats convert: gives up a little defence for attack speed and wizardry damage. Right-click the icon to drop it
The Fixed Fire buff aura around a Gun Crusher
Fixed Fire is a toggle, not a timer.

Fixed Fire arrived later and is the only thing on the bar you can turn against yourself, since the defence it gives up is real. Its master options are Fixed Fire Strengthener and Fixed Fire Mastery.

The Gun Crusher master skill tree
Two of these nodes need a magic gun equipped.

The master tree carries the usual Strengthener, Proficiency and Mastery nodes. Ice Break and Death Fire gain skill attack power and a tile of range, Death Fire also +10 attack speed; Dark Plasma gains targets, duration and range; and two Magic Gun nodes raise wizardry damage and double damage chance, but only with a magic gun equipped.

The three Gun Crusher skill enhancement branches opened by the 4th class change
Three branches open at the 4th class change.

Each branch runs the same seven nodes — skill attack power, damage count +1, additional damage rate, target +1, range +1, skill damage and weapon attack power — plus a debuff pair: deadly poison and freeze on Dark Plasma, the same two reversed on the other branches.

The gear ladder, guns and armour on one table

The Entro, Prear and Archangel's Absolute magic guns
The three pre-mastery guns.
The socket and mastery tiers of magic gun
Socket guns at 380 and 400, then the mastery tiers.
The Prear set, the Gun Crusher's first full armour
Prear is the only five-piece set, gloves included.
The Blood Angel Gun Crusher set, the first mastery armour for the class
From Blood Angel up, four pieces and no gloves.

Gun and armour were published as two ladders, which hides that they are rungs of one climb. Below they are one table, keyed on the level that gates them.

LevelMagic gunAttack powerWizardryGun requirementsMatching armourDefence (helm / armour / pants / gloves / boots)
StarterEntro Magic Gun75–8620%Str 20——
Pre-masteryPrear Magic Gun116–11837%Str 307 / Agi 194 / Ene 455Prear54 / 55 / 53 / 51 / 49
Pre-masteryArchangel's Absolute Magic Gun223–23565%Str 129 / Agi 54 / Ene 219——
380Baiwen Magic Gun (socket)127–13152%Str 321 / Agi 196 / Ene 545Titan Gunner (socket)79 / 84 / 82 / 77 / 74
400Cannon Magic Gun (socket)139–14158%Str 328 / Agi 207 / Ene 592Stormwing Gunner (socket)87 / 92 / 90 / 85 / 82
400Blood Angel Magic Gun191–19774%Str 340 / Agi 287 / Ene 825Blood Angel Gun Crusher124 / 125 / 122 / — / 118
600Dark Angel Magic Gun224–23083%Str 347 / Agi 291 / Ene 834Dark Angel Gun Crusher135 / 136 / 134 / — / 130
800Holy Angel Magic Gun238–25193%Str 352 / Agi 296 / Ene 848Holy Angel Gun Crusher189 / 191 / 188 / — / 184
900Soul Magic Gun260–273103%Str 357 / Agi 303 / Ene 866Soul Gun Crusher239 / 240 / 238 / — / 234
1,000Blue Eye Magic Gun282–296113%Str 369 / Agi 313 / Ene 844Blue Eye Gun Crusher289 / 290 / 287 / — / 283
1,100Silver Heart Magic Gun304–318122%Str 379 / Agi 322 / Ene 852Silver Heart Gun Crusher338 / 339 / 337 / — / 333
1,200————Manticore Gun Crusher382 / 388 / 384 / — / 380

Archangel’s Absolute out-damages both socket guns and the Blood Angel gun, so one drop can carry you past two rungs, and the requirements barely move after 400.

Every magic gun takes the Jewel of Life option additional wizardry damage +4, +8, +12 or +16, and the mastery tiers carry the usual Excellent block with wizardry damage per 20 levels rising 1.5, 1.6, 1.8, 2.0, 2.2 and 2.4. The mastery sets are four-piece, which is why they lose the gloves slot, and share one band: Str 293 to 335, Agi 240 to 282, Ene 762 to 818. The Holy Angel four-set gives ignore defence 9%, all stats +20 and base defence +60; the Manticore four-set adds triple damage 8%.

The third and fourth wings available to the Gun Crusher
One wing per class change from the third.

Two wings, sixteen percentage points of damage increase apart.

WingsUnlocked byDefenceDamage increaseDamage absorb
Wings of Accuracy3rd class change6039%39%
Wings of Bloodshed4th class change, level 800140 (wizardry 100)55%43%

Magic Gladiator: the rework that still decides your build

If you play a Magic Gladiator on a Season 22 server, you play the Season 16 version. This patch turned one awkward hybrid into three builds you can commit to, each opened by a charge buff that lasts until you die or log out.

BuildWhat you have to be holdingCharge buffRequirementWhat the buff does
Two-handed swordOne two-handed swordSpiral ChargeStrength 900Attack power and defence come from Strength. Chaos Blade and Fire Blood reach level 6, and every third cast explodes a sword aura around you
Dual one-handedA one-handed weapon in each handCrasher ChargeStrength 900Attack speed and defence come from Agility. Chaos Blade and Ice Blood reach level 5, with the same third-cast explosion
Dual staff, the wizard buildA staff in each handElemental ChargeEnergy 1,073Wizardry damage and defence come from Energy. Havoc Spear reaches level 7, and every third cast sets off a nova

All three are bought from Tavern Madam Liamon. The wizard build is the one to look at twice: a staff in each hand adds part of the off-hand staff’s wizardry damage to the character, which is why its Energy requirement is so much higher.

Chaos Blade, Fire Blood and Ice Blood
Chaos Blade is shared; the Bloods are not.
Havoc Spear and the reworked Gigantic Storm
Havoc Spear, the wizard build’s wide-area skill.

What the three builds actually cast:

SkillWho gets itCostRangeWhat it does
Chaos BladeBoth knight buildsMP 19 / AG 143A giant black sword aura wrapped in blue light, swept across a wide arc in front of you
Fire BloodTwo-handed only—3A burning aura over a wide area
Ice BloodOne-handed only—3A frozen aura down a straight line
Havoc SpearDual staffMP 92 / AG 206Lightning spears erupt around you and hit many enemies at once
Gigantic StormExisting skill, retuned——Damage count raised from 1 to 2

Chaos Blade, Fire Blood and Ice Blood cost 1,000 Ruud each from Priest James in Elbeland. AG costs were cut at the same time: Blood Attack from 20–24 to 12, Fire Blood and Ice Blood from 28 to 14, and attack speed per point of Agility improved.

The reworked Magic Gladiator master skill tree
Three trees out, three charge-buff nodes in.

The tree was rebuilt to match. Flame Strike, Ice Strengthener and Inferno Strengthener came out, Blood Attack and Gigantic Storm nodes moved, and Weapon Mastery no longer demands ten points in Twisting Slash Strengthener. Each charge buff gained a Strengthener for a bigger explosion or nova and a Mastery for one extra on the third cast, and Two-Handed Sword and Staff Mastery now push double damage rate to 5%. On the enhancement tree, Chaos Blade gained bleeding and freeze, Havoc Spear bleeding and deadly poison.

The six Magic Gladiator two-handed swords from Blood Angel to Silver Heart
Six rungs and roughly a doubling of attack power.

The two-handed ladder, top down, with the step up from the rung beneath in the last column.

Two-handed swordLevelAttack powerMinimum gained over the rung belowRequirements
Silver Heart Magic Two-Handed Sword1,100790–840+111Str 743 / Agi 458 / Ene 164
Blue Eye Magic Two-Handed Sword1,000679–729+113Str 731 / Agi 448 / Ene 156
Soul Magic Two-Handed Sword900566–609+77Str 715 / Agi 438 / Ene 155
Holy Angel Magic Two-Handed Sword800489–527+79Str 702 / Agi 432 / Ene 151
Dark Angel Magic Two-Handed Sword600410–441+60Str 686 / Agi 419 / Ene 145
Blood Angel Magic Two-Handed Sword400350–379—Str 650 / Agi 398 / Ene 139

All six run at attack speed 45 with the standard Excellent block, attack power per 20 levels climbing from 1.5 to 2.4 and flat attack power from 42 to 68. The steps say where to spend: the two rungs above 900 are each worth more than twice the jump out of Blood Angel.

The quality of life you stopped noticing

A character riding a mount inside a town safe zone
Riding in town, impossible before this season.

Mounts are the clearest Season 16 change nobody thinks of as a change. You ride in towns and safe zones, attacking dismounts you, you remount about three seconds after combat, and the mount’s speed is kept on foot.

The same update turned three mount skills into character skills, gated on having the mount equipped rather than being in the saddle: Earthshake with the Dark Horse, Plasma Storm with the Fenrir, Raid Shoot with the Dinorant. Spear Thrust was removed.

The Bundle button added to the inventory window
One click merges every stackable item.

The Bundle button merges every stackable item in one click, from the top left down. Moss’s Boxes were reorganised too: the Jewel of Extension and the Gold and Silver Keys came out, and in went three Excellent mastery pieces per box plus ten of each of the eight enhancement elixirs. Contents are configured per server.

The Dimensional Gate showing which element the current league rolled
Click the gate to see the league’s element.

The Labyrinth of Dimensions picked up a wrinkle that still matters: its monsters roll a random element when a league starts, and it holds for the whole four-week league. Click the Dimensional Gate to see which you drew. Difficulty and experience rose with it, and the boxes were rebuilt — bound Blessing of Light (lower) from 3 to 5 in the lower and intermediate boxes, while the higher box swapped its lower blessings for 2 higher ones and gained 50 Sealed Armour Fragments, a (Hero) Blood Angel’s Soul and 450 Ruud. Those 50 fragments are exactly one Scratched Blood Angel Armour.

The two Season 16 level reward muuns
Two muuns, two cap raises, thirty-day boosts.

The cap moved twice: 1,250 to 1,300 in Part 1, 1,300 to 1,350 in Part 2. Each raise came with a Gremory Case box, claimable for 30 days and valid for 14 once claimed, holding a muun.

ReachMuunBase abilityHow to read it now
Level 1,250Elpis of RefinementSkill attack power +15The 20× boost ran 30 days from pickup; only the base line remains
Level 1,300Magic Gladiator Muren RexmilonElemental defence +10Same deal, and the same thirty-day window

What later seasons have replaced

  • Silver Heart is no longer the top weapon tier. Season 17 added a seventh weapon tier and an eighth armour tier, so both of this season’s tiers are rungs rather than destinations.
  • The 1,350 cap is history. It has moved since, which puts Arnil Temple and Ashen Aida well below where you finish.
  • Both reward muuns have expired. The 20× multiplier ran thirty days from pickup, so neither is actionable.
  • The monster level bands are a 2021 record, and servers rebalance this range.
  • Moss’s Box contents are configured per server.
  • The Gun Crusher is no longer the newest class, so pick it because the magic gun suits you.

Not replaced: the pentagram and errtel rules, the opposing-element option, mastery grades, the rebuilt Jewel of Harmony, mastery charms, the elite debuff contract, the earring ladder, the three Magic Gladiator builds and riding in town.

What to actually do about Season 16

  • Roll harmony at +9, not +15. Option values no longer scale with enhancement.
  • Read the colour, not the number. Only sky-blue and pink options qualify for a refining stone.
  • Charm every +10 to +15 attempt on mastery gear, and farm fragments a week ahead.
  • Pick your pentagram for its free opposing-element option, then generate around it.
  • Upgrade a Guardian to reroll its elite resistance, matched to the zone you farm.
  • Finish the earring as a pair; one side is half a bonus.
  • Cross both maps as one stop near 1,130, for the elite drops, not the experience.
  • Magic Gladiator: pick a build and buy its charge buff from Tavern Madam Liamon.

Our Season 22 server runs the latest server files, opens on 30 October 2026, with high exp, stats capped at 32,700, events and mini-bosses all day and a custom jewel system. Make an account and roll your first harmony options at +9.

Season 16 on a Season 22 server
  • Still live: the pentagram rules. Any pentagram takes any element’s errtels, engraving is element-free, and the values are flat.
  • Still live: the rebuilt Jewel of Harmony. +9 or better Excellent, socket and set gear, one to three options, no failure chance, tradeable.
  • Worth a detour: the Fierce Lion at level 1,000, because its upgrade always rerolls the elite resistance.
  • Worth finishing: the Earring of Blood Vigour, left at 800 and right at 850, for mastery damage +60.
  • Pass through: Arnil Temple at 1,100 and Ashen Aida at 1,130, monsters at levels 520 to 560.
  • Expired: the 1,350 cap, both reward muuns, and Silver Heart as the top weapon tier.