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

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.
| Setting | White Wizard: Kundun Mephis | Mage: Lemuria |
|---|---|---|
| Starting town | Lorencia | Lorencia |
| Base life / mana | 70 / 70 | 88 / 65 |
| Base str / agi / vit / ene | 19 / 19 / 15 / 30 | 18 / 18 / 19 / 30 |
| 2nd class change | Light Master | War Mage |
| 3rd class change | Shine Wizard | Arch Mage |
| Main weapon | Staff (shared with the Dark Wizard) | Orb |
| Off-hand | Magic Book | Shield (shared with the Dark Wizard) |
| Set party | Kundun Mephis + Lemuria + Dark Knight | Kundun 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 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:
| Buff | Who gets it | Effect |
|---|---|---|
| Bond | Kundun Mephis and Lemuria | Damage 130% |
| Bond | Every other party member | Damage 115% |
| Cord of Bond | Kundun Mephis and Lemuria only | A 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:
| Item | Effect |
|---|---|
| Kundun's Madness Blade | Base elemental attack power and elemental defence +10% |
| Kundun's Book of Sealing | Base elemental attack power and elemental defence +10% |
| Kundun's Magic Scroll | Base elemental attack power and elemental defence +10% |
| Kundun's Staff | Base wizardry damage +20% |
| Lemuria's Orb | Base 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.

| Skill | Requirement | What it does |
|---|---|---|
| Magical Shot | Known from creation | A magic bolt at one target for 2 hits. |
| Shining Bird | Energy 70 | Sends a giant bird of light through a line of enemies for 1 hit each. |
| Dragon Violent | Energy 680 | Calls a dragon of light onto a target and the enemies near it for 2 hits. |
| Spear Storm | Energy 1,160 and Dragon Violent Mastery 10P | Rains spears of light around you for 2 hits, plus a 5% chance of a third. 0.5 second cooldown. |
| Reflection Barrier | Energy 410 | A 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. |

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:
| Skill | Requirement | What it does |
|---|---|---|
| Beginner Heal | Energy 52 | Restores life — weaker than the Elf's Heal. |
| Beginner Defence Improvement | Energy 72 | Temporary defence. |
| Beginner Attack Improvement | Energy 92 | Temporary attack power and wizardry damage. |
| Beginner Bless | Energy 150 | All stats up for a time. |
| Beginner Recovery | Energy 168 | Restores SD. |
| Magical Shot | Known from creation | 2 hits on one target — the cast effect changes when an Orb is equipped. |
| Marble Burst | Energy 104 | An exploding sphere on a target and everything near it, 1 hit. |
| Unleash Marble | Energy 700 | A large sphere that sits where you placed it and fires every second for 30 seconds, 2 hits per pulse. 10 second cooldown. |
| Ultimate Force | Energy 1,073 and Unleash Marble Mastery 10P | A magic circle that fires at everything in range for 2 hits, plus a 5% chance of a third. |


Weapons, wings and armour

| Magic book | Wizardry damage | % | Requirements |
|---|---|---|---|
| Wise Magic Book | 43–47 | 21% | Agi 86 / Ene 143 |
| Legendary Magic Book | 53–57 | 22% | Agi 87 / Ene 198 |
| Blood Angel Magic Book | 55–56 | 29% | Agi 98 / Ene 307 |
| Dark Angel Magic Book | 68–71 | 32% | Agi 108 / Ene 323 |
| Holy Angel Magic Book | 84–87 | 42% | Agi 112 / Ene 331 |
| Soul Magic Book | 91–98 | 49% | Agi 114 / Ene 344 |
| Blue Eye Magic Book | 103–110 | 55% | Agi 185 / Ene 480 |
| Silver Heart Magic Book | 114–121 | 61% | Agi 189 / Ene 490 |


| Orb | Wizardry damage | % | Requirements |
|---|---|---|---|
| Spinel Orb | 66–74 | 65% | Str 81 / Agi 33 / Ene 137 |
| Almandine Orb | 86–94 | 75% | Str 87 / Agi 37 / Ene 186 |
| Blood Angel Orb | 83–85 | 92% | Str 93 / Agi 35 / Ene 258 |
| Dark Angel Orb | 109–115 | 102% | Str 97 / Agi 42 / Ene 271 |
| Holy Angel Orb | 141–147 | 114% | Str 99 / Agi 44 / Ene 298 |
| Blessed Archangel's Absolute Orb | 173–185 | 94% | Str 80 / Agi 38 / Ene 140 |
| Soul Orb | 156–169 | 126% | Str 101 / Agi 47 / Ene 308 |
| Blue Eye Orb | 179–192 | 136% | Str 164 / Agi 80 / Ene 460 |
| Silver Heart Orb | 202–216 | 148% | Str 168 / Agi 84 / Ene 470 |

All orbs and magic books run at attack speed 30.


| Wings | Requirement | Defence | Damage increase | Damage absorb |
|---|---|---|---|---|
| Cape of Radiance / Wings of Eternity | Level 400, 3rd class change | 45 | 39% | 39% |
| Cape of Splendour / Wings of the Raging Demon | Level 800, 4th class change | 140 (wizardry 100) | 55% | 43% |


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:
| Set | Kundun Mephis (White Wizard) | Lemuria (Mage) |
|---|---|---|
| Early set | Bright — 46 / 58 / 51 / 36 / 41 | Finesse — 36 / 50 / 41 / 30 / 33 |
| Second set | Dazzling — 53 / 69 / 58 / 45 / 51 | Geist — 45 / 60 / 52 / 39 / 42 |
| Dark Angel | 113 / 126 / 117 / 105 / 109 | 106 / 121 / 113 / 100 / 103 |
| Holy Angel | 166 / 181 / 173 / 160 / 163 | 162 / 176 / 166 / 152 / 157 |
| Soul | 220 / 230 / 225 / 208 / 212 | 215 / 228 / 218 / 203 / 208 |
| Blue Eye | 265 / 281 / 269 / 255 / 260 | 260 / 275 / 269 / 251 / 257 |
| Silver Heart | 313 / 327 / 316 / 306 / 309 | 309 / 325 / 314 / 300 / 306 |
| Manticore | 361 / 376 / 366 / 353 / 356 | 358 / 373 / 363 / 351 / 355 |

Manticore — the 7th mastery weapons

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.

| Upgrade | Base item | Material | Jewels | Rate |
|---|---|---|---|---|
| Silver Heart weapon → Manticore | +11 / 16 option Silver Heart weapon or shield | Manticore Anvil — 100,000 Ruud from James in Elbeland (32, 239) | Bless ×30, Soul ×30, Chaos ×1, Creation ×1 | 100% |
| Manticore armour → Celestial Brilliant | +11 / 16 option Manticore set armour | Soul of Brilliant — 50,000 Ruud from James | Bless ×30, Soul ×30, Chaos ×1, Creation ×1 | 100% |
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.
| Weapon | Class | Attack power | Speed | Requirements |
|---|---|---|---|---|
| Manticore Sword | Dragon Knight | 684–696 | 40 | Str 1,006 or Ene 936 / Agi 327 |
| Manticore Shield | Dragon Knight | defence 95 (rate 123) | — | Str 245 or Ene 950 / Agi 189 |
| Manticore Staff | Soul Wizard, Magic Knight | 245–257 (wizardry 160%) | 30 | Str 308 / Agi 106 |
| Manticore Bow | High Elf | 971–999 | 45 | Str 206 / Agi 1,204 |
| Manticore Quiver | High Elf | 651–637 (as printed) | 55 | Str 199 / Agi 1,190 |
| Manticore Magic Sword | Duel Master | 683–693 (wizardry 89%) | 45 | Str 743 / Agi 458 |
| Manticore Magic Two-Handed Sword | Duel Master | 899–949 (wizardry 89%) | 45 | Str 743 / Agi 458 |
| Manticore Scepter | Lord Emperor | 732–750 | 40 | Str 710 / Agi 166 |
| Manticore Stick | Dimension Master | 226–240 (wizardry 155%) | 30 | Str 278 / Agi 112 |
| Manticore Book | Dimension Master | 588–602 | 50 | Str 595 / Agi 206 |
| Manticore Claw | Fist Master | 588–602 | 35 | Str 595 / Agi 199 |
| Manticore Lance | Mirage Lancer | 454–472 | 40 | Str 448 / Agi 320 |
| Manticore Rune Mace | Majestic Rune Wizard | 208–217 (wizardry 135%) | 50 | Str 294 / Agi 113 |
| Manticore Short Sword | Master Slayer | 662–717 | 45 | Str 341 / Agi 1,081 |
| Manticore Magic Gun | Gun Crusher | 326–340 (wizardry 131%) | 50 | Str 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 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.
| Class | Defence |
|---|---|
| Dragon Knight | 441 / 463 / 454 / 439 |
| Dragon Knight (Faith) | 460 / 483 / 473 / 459 |
| Soul Wizard | 419 / 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 Lord | 417 / 438 / 424 / 414 |
| Dimension Summoner | 421 / 433 / 424 / 413 |
| Fist Blazer | 415 / 444 / 432 / 421 |
| Shining Lancer | 410 / 422 / 419 / 411 |
| Majestic Rune Wizard | 419 / 424 / 428 / 433 |
| Slaughterer | 445 / 458 / 450 / 424 |
| Gun Crusher | 426 / 436 / 431 / 427 |
| Set bonus | Effect |
|---|---|
| 2 set | Mastery skill attack power, mastery main stat |
| 3 set | Double damage rate +18%, mastery attack power or wizardry |
| 4 set | Mastery 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

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.
| Setting | Burning Kethotum | Old Kethotum |
|---|---|---|
| Entry level | 1,160 | 700 |
| Penalty-free level | 1,190 | — |
| Move command cost | 50,000 zen | 50,000 zen |
| On foot | Aida 2 (218, 237) | The Aida safe zone |
| Main drops | Excellent Brilliant armour, Manticore Chaos Combination Charm fragments | Excellent Holy Angel armour, Excellent socket pendants |

| Monster | Burning Kethotum | Old Kethotum | Behaviour |
|---|---|---|---|
| Crimson Lycan | 585 | 195 | Low life and defence, but hits hard in melee |
| Crimson Minos | 585 | 195 | High life and defence, melee |
| Crimson Harpy | 590 | 195 | Ranged, with an area whirlwind spell |

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.

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 element | Debuffs applied to you |
|---|---|
| Fire | Bleeding, attack power decrease |
| Water | Deadly poison, attack power decrease |
| Earth | Bleeding, attack speed decrease |
| Wind | Deadly poison, defence decrease |
| Dark | Bleeding, 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

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.
| Setting | Value |
|---|---|
| How to get there | Move command window for 50,000 zen, or on foot from Kanturu Ruins (106, 159) |
| Entry level | 1,190 |
| Penalty-free level | 1,220 |
| Main drops | Excellent Brilliant armour, Excellent socket necklaces |
| Safe zone | In 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.

| Monster | Level | Behaviour |
|---|---|---|
| Underground Persona | 615 | Uses Tornado and Evil Spirit |
| Underground Twin Tail | 620 | Swings a long spear and reaches distant targets |
| Underground Dreadfear | 620 | A melee two-hit slash |


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 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.

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 Guardian | Success rate |
|---|---|
| +15 | 100% |
| +14 | 90% |
| +13 | 80% |
| +12 | 70% |
| +11 | 60% |
| Option type | Values |
|---|---|
| Base | Movement 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 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 earring | Success rate |
|---|---|
| +15 | 100% |
| +14 | 90% |
| +13 | 80% |
| +12 | 70% |
| +11 | 60% |
| Right (level 900) | Left (level 850) | |
|---|---|---|
| Attack / wizardry / curse power | 304–307 | 264–267 |
| Elemental defence | 292 | 234 |
| Options (1–3 roll) | Max mana +1,000, excellent damage rate +8%, critical damage rate +8%, AG recovery +10, attack speed +7 | Max 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.

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:
| Skill | Requirement | What it does |
|---|---|---|
| Dex Booster | High Elf, Agility 500 | Movement speed, attack speed and attack success rate up for 300 seconds. |
| Raining Arrow | High Elf, Agility 1,302, Multi-Shot and 10 points in Multi-Shot Enhancement | Fires 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 Mastery | Guided 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.

Seven Fairy Shields arrived for the support Elf, each with a base option that strengthens Greater Elemental Defence:
| Fairy Shield | Level | Defence | Elemental defence | Greater Elemental Defence bonus |
|---|---|---|---|---|
| Blood Angel | 400 | 30 | 30 | 16% |
| Dark Angel | 600 | 40 | 41 | 18% |
| Holy Angel | 800 | 51 | 52 | 21% |
| Soul | 900 | 63 | 63 | 25% |
| Blue Eye | 1000 | 74 | 74 | 28% |
| Silver Heart | 1100 | 86 | 85 | 32% |
| Manticore | 1200 | 95 | 96 | 36% |
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.

| Reach | Muun | Base ability |
|---|---|---|
| Level 1,350 | Kundun Mephis & Lemuria | Skill attack power +15 |
| Level 1,400 | Elemental Elf | Elemental 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:
| Map | Before | After |
|---|---|---|
| Nixie Lake entry level | 700 | 630 |
| Nixie Lake main-spot spawns | 10 | 9 |
| Kubera Mine monster level | 380 | 325 |
| Kubera Mine (Abandoned) monster level | 400 | 370 |
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.
- 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