MU Online Season 17 Guide

The 2021 - 2022 release, read from a Season 22 server

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If you have ever wondered why one wizard on the creation screen carries a magic book and another throws spheres from an orb, Season 17 is your answer. It added two classes at once and both are permanent. The rest of it splits into things you still use, things you walk past, and things later patches buried, and this guide sorts the 2021 - 2022 release that way: for somebody levelling on a Season 22 server, not somebody reading patch notes.

Where Season 17 lands on your level curve

Season 17 arrived in two parts and pushed the cap from 1,350 to 1,450. That tells you where its content was aimed: the end of the road in 2022, which on a server that has moved past it becomes content you pass through. The exceptions are the two classes and the client changes, which do not get replaced the way maps and item tiers do.

Sorted by the level you meet each piece at:

You meet it atWhat Season 17 addedHow it reads today
Creation screenKundun Mephis and LemuriaPermanent, with full gear ladders
First partyThe Bond buffPermanent, and free damage
First loginShop tabs, event inventory hotkey, MU Helper buff rangeSimply how the client behaves now
Agility 500 onwardThe Elf renewalStill the shape of the class
Level 700Old KethotumA real mid-game gear stop
Levels 850 and 900Earring of EnchantmentThe fifth rung of an earring ladder
Level 1,100Shining Tail GuardianWhy elite zones stop shredding you
Level 1,160Burning KethotumBrilliant armour and elite materials
Level 1,190Kanturu Underground FacilityThe same job, with socket necklaces
Level 1,200Manticore, the 7th mastery weaponsA rung, not the top one any more
Level 1,300Celestial Brilliant, the 8th mastery armourA real upgrade, not the finish line
Level 1,450The Part 2 capHistorical, and so are its reward muuns

So: if you are picking a class, Season 17 is one of the most relevant seasons there is and everything else here can wait. If you are already deep into Season 22, the parts worth your time are the three maps and the Guardian.

Picking Kundun Mephis or Lemuria

Character art of the White Wizard Kundun Mephis beside the Mage Lemuria
Neither is the villain they are named after. Both are copies built to hunt the originals.

The story is short. The Great Sage got inside Doppelganger Fortress in the year 1022 of MU, learned how the doppelgangers were made, and used relics Kundun and Lemuria had handled to copy them. The copies came out identical in looks, memory, ability and temper, but the Sage raised them, so they grew up on the right side and were sent after the originals.

Both are Energy casters, both start in Lorencia, and both share a set party with the Dark Knight. The difference is what you hold.

ClassRole it playsLife / mana at creationStr / agi / vit / eneWhat you holdClass changes
Kundun MephisWhite Wizard: the Dark Wizard's mirror in Light Energy. Thin defence, very heavy magic attack.70 / 7019 / 19 / 15 / 30Staff, shared with the Dark Wizard, with a Magic Book in the off-handLight Master, then Shine Wizard
LemuriaMage: sphere magic through an Orb, plus starter support buffs she is not an Elf for.88 / 6518 / 18 / 19 / 30Orb, with a Shield shared with the Dark WizardWar Mage, then Arch Mage

Lemuria starts with more life and vitality and carries the buffs, so she is the easier to learn on. Kundun Mephis is the glass cannon. Both are available from the start.

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

The Bond, and why these two are worth duoing

The Bond buff icon and the glowing Cord of Bond stretched between the two classes

The two are master and pupil, and the game pays you for playing them that way. One of each in a party switches on the Bond, and it reaches the whole group, not just the pair. If you duo or run two clients, this is the most useful thing on the page.

What firesWho it coversWhat it givesWhat switches it off
BondThe Kundun Mephis and the Lemuria themselvesDamage 130%The party breaking up, or the two drifting too far apart
BondEverybody else in the partyDamage 115%The same two conditions
Cord of BondThe pair only, visible to your own partyA cord strung between them that damages anything it touches, once per secondDistance, a disbanded party, or a safe zone. Never works in PvP, and crossed cords do not hit twice

It has to be one of each: two Kundun Mephis, or two Lemurias, get nothing at all.

A quieter reward: items named after the villains years earlier now do something extra in either class's hands.

Old itemWhat it adds for either new class
Kundun's StaffBase wizardry damage +20%, the biggest of the five
Kundun's Madness BladeBase elemental attack power and elemental defence, +10% each
Kundun's Book of SealingThe same +10% pair
Kundun's Magic ScrollThe same +10% pair
Lemuria's OrbThe same +10% pair, and the only one named after her

Thirteen skills, read as an unlock timeline

Both borrow heavily first. Kundun Mephis takes a dozen Dark Wizard skills: Power Wave, Lightning, Ice, Twister, Blast, Aqua Flash, Hellburst, Earth Prison, Illusion, Telekinesis, Teleport and Mana Increase. Lemuria mixes Dark Wizard and Elf skills, then adds five beginner buffs that are weaker copies of the Elf's and will not stack with them.

Magical Shot, Shining Bird and Dragon Violent cast by Kundun Mephis
Spear Storm raining down and Reflection Barrier shielding an ally

Everything unique to the two, sorted by Energy rather than split by class, so it reads as a plan for your points.

Energy neededSkillClassWhat it does
None, from creationMagical ShotBothA bolt, 2 hits on one target. Lemuria's cast effect changes with an Orb equipped.
52Beginner HealLemuriaPuts life back, at a lower rate than the Elf's Heal.
70Shining BirdKundun MephisA bird of light through a line of enemies, 1 hit each. Your first clearing tool.
72Beginner Defence ImprovementLemuriaTimed defence.
92Beginner Attack ImprovementLemuriaTimed attack power and wizardry damage.
104Marble BurstLemuriaDetonates on the target and whatever stands beside it, 1 hit.
150Beginner BlessLemuriaEvery stat up for a while.
168Beginner RecoveryLemuriaPuts SD back.
410Reflection BarrierKundun MephisShields you or an ally, eating damage and returning a share. Covers the party, and will not stack with the Summoner's Damage Reflection.
680Dragon ViolentKundun MephisDrops a dragon of light on a target and the enemies around it, 2 hits.
700Unleash MarbleLemuriaA sphere that stays put and pulses every second for 30 seconds, 2 hits a pulse. 10 second cooldown.
1,073, plus Unleash Marble Mastery 10PUltimate ForceLemuriaA magic circle firing on everything in range for 2 hits, with a 5% roll for a third.
1,160, plus Dragon Violent Mastery 10PSpear StormKundun MephisSpears of light rain around you for 2 hits, same 5% roll for a third. Cooldown 0.5 seconds.
Lemuria casting Magical Shot through an Orb, and Marble Burst exploding
Unleash Marble pulsing in place and Ultimate Force firing from its circle

The shape of both classes falls out of that order. Lemuria front-loads, six skills live before Energy 200, which is why she feels playable early. Kundun Mephis has nothing between Shining Bird and Reflection Barrier, so his first few hundred levels lean on borrowed spells. Both capstones need ten mastery points in the skill below.

Two gear ladders, book and orb

The first five magic books in the Kundun Mephis off-hand ladder
The first six orbs in the Lemuria weapon ladder

Both lines run to full length rather than stopping at a starter weapon, and since they share tier names from Blood Angel up they read better side by side. Everything in both swings at attack speed 30.

TierMagic book, damage and rateBook requirementOrb, damage and rateOrb requirement
Town tierWise, 43–47 at 21%Agi 86 / Ene 143Spinel, 66–74 at 65%Str 81 / Agi 33 / Ene 137
Second tierLegendary, 53–57 at 22%Agi 87 / Ene 198Almandine, 86–94 at 75%Str 87 / Agi 37 / Ene 186
Blood Angel55–56 at 29%Agi 98 / Ene 30783–85 at 92%Str 93 / Agi 35 / Ene 258
Dark Angel68–71 at 32%Agi 108 / Ene 323109–115 at 102%Str 97 / Agi 42 / Ene 271
Holy Angel84–87 at 42%Agi 112 / Ene 331141–147 at 114%Str 99 / Agi 44 / Ene 298
Soul91–98 at 49%Agi 114 / Ene 344156–169 at 126%Str 101 / Agi 47 / Ene 308
Blue Eye103–110 at 55%Agi 185 / Ene 480179–192 at 136%Str 164 / Agi 80 / Ene 460
Silver Heart114–121 at 61%Agi 189 / Ene 490202–216 at 148%Str 168 / Agi 84 / Ene 470
Off-ladder——Blessed Archangel's Absolute, 173–185 at 94%Str 80 / Agi 38 / Ene 140
The Soul, Blue Eye and Silver Heart magic books at the top of the book ladder
The Soul, Blue Eye and Silver Heart orbs at the top of the orb ladder

The last row is the one to watch for: Soul-bracket damage for Energy 140, roughly what the first orb wants, so one landing early skips you several tiers.

The Cape of Radiance and the Cape of Splendour worn by Kundun Mephis
The Wings of Eternity and the Wings of the Raging Demon worn by Lemuria

Wings come in two steps tied to class changes rather than item tiers, each step one item with two names.

Unlocked byKundun MephisLemuriaDefenceDamage increaseDamage absorb
Level 400 and the 3rd class changeCape of RadianceWings of Eternity4539%39%
Level 800 and the 4th class changeCape of SplendourWings of the Raging Demon140, or 100 against wizardry55%43%
The Glimmer set, one of the first armour sets available to Kundun Mephis
The Mage Pad set, one of the first armour sets available to Lemuria

Armour runs the same length. The table runs top down, so where you are heading comes first. Figures are defence in the order helm, armour, pants, gloves, boots.

SetKundun Mephis, the White WizardLemuria, the Mage
Manticore361 / 376 / 366 / 353 / 356358 / 373 / 363 / 351 / 355
Silver Heart313 / 327 / 316 / 306 / 309309 / 325 / 314 / 300 / 306
Blue Eye265 / 281 / 269 / 255 / 260260 / 275 / 269 / 251 / 257
Soul220 / 230 / 225 / 208 / 212215 / 228 / 218 / 203 / 208
Holy Angel166 / 181 / 173 / 160 / 163162 / 176 / 166 / 152 / 157
Dark Angel113 / 126 / 117 / 105 / 109106 / 121 / 113 / 100 / 103
Second setDazzling, 53 / 69 / 58 / 45 / 51Geist, 45 / 60 / 52 / 39 / 42
Starting setBright, 46 / 58 / 51 / 36 / 41Finesse, 36 / 50 / 41 / 30 / 33
Roaring Manticore mastery armour on both of the Season 17 classes
Manticore White Wizard above, Manticore Mage below.

The two are within a handful of points at every tier, so armour is no reason to pick one. And Manticore is not the end of the line: it is the base item the 8th mastery set is built from.

Manticore and Celestial Brilliant, the two mastery rungs

All fifteen Manticore mastery weapons laid out with the Manticore Shield

The two tiers chain: Manticore armour is what you feed into Celestial Brilliant. Both upgrades run at a flat 100%, so there is nothing to gamble, only material to collect. Weapons go through the Chaos Goblin in Noria (180, 99), and both materials cost Ruud at James in Elbeland (32, 239).

The Manticore Anvil and the Soul of Brilliant upgrade materials
What you end up withWhat goes inMaterial and priceJewelsRate
A Manticore weapon or shieldA Silver Heart weapon or shield at +11 with 16 options or betterManticore Anvil, 100,000 RuudBless ×30, Soul ×30, Chaos ×1, Creation ×1100%
A piece of Celestial Brilliant armourA piece of Manticore set armour at +11 with 16 optionsSoul of Brilliant, 50,000 RuudBless ×30, Soul ×30, Chaos ×1, Creation ×1100%

Item type, Luck, the Excellent options and the stat options all survive, so the grind is getting a clean base item to +11 with 16 options.

Every Manticore weapon wants level 1,200 and carries the same Excellent block whatever the class: excellent damage rate +10%, attack or magic speed +7, life and mana of stat divided by eight per kill, +2.6 per 20 levels and a flat +74 attack power or wizardry damage. Below, sorted by class so you can find your line in one pass.

ClassWeaponRequirementsSpeedAttack power
Dimension MasterManticore StickStr 278 / Agi 11230226–240, wizardry 155%
Dimension MasterManticore BookStr 595 / Agi 20650588–602
Dragon KnightManticore SwordStr 1,006 or Ene 936 / Agi 32740684–696
Dragon KnightManticore ShieldStr 245 or Ene 950 / Agi 189—Defence 95, rate 123
Duel MasterManticore Magic SwordStr 743 / Agi 45845683–693, wizardry 89%
Duel MasterManticore Magic Two-Handed SwordStr 743 / Agi 45845899–949, wizardry 89%
Fist MasterManticore ClawStr 595 / Agi 19935588–602
Gun CrusherManticore Magic GunStr 379 / Agi 32250326–340, wizardry 131%
High ElfManticore BowStr 206 / Agi 1,20445971–999
High ElfManticore QuiverStr 199 / Agi 1,19055651–637, as printed
Lord EmperorManticore ScepterStr 710 / Agi 16640732–750
Majestic Rune WizardManticore Rune MaceStr 294 / Agi 11350208–217, wizardry 135%
Master SlayerManticore Short SwordStr 341 / Agi 1,08145662–717
Mirage LancerManticore LanceStr 448 / Agi 32040454–472
Soul Wizard, Magic KnightManticore StaffStr 308 / Agi 10630245–257, wizardry 160%

Two oddities. The Quiver's range runs downward, 651 low and 637 high, exactly as the patch note printed it. And the Shield keeps the Faith Knight option while rolling base defence +2.6 per 20 levels, reflect 5%, defence success rate +10%, max life and mana +286 and damage decrease 78.

Celestial Brilliant mastery armour on a Knight, a Wizard and an Elf
The 8th mastery tier. Four pieces, worn from level 1,300.

Celestial Brilliant is four pieces rather than five, and which four depends on your class. It needs level 1,300, and Excellent Brilliant armour also drops raw in Burning Kethotum and the Kanturu Underground Facility. In the table, H is helm, A armour, P pants, G gloves, B boots, and the defence figures follow that order.

ClassPiecesDefence, in that order
Dragon KnightH / A / P / B441 / 463 / 454 / 439
Dragon Knight, Faith buildH / A / P / B460 / 483 / 473 / 459
Fist BlazerH / A / P / B415 / 444 / 432 / 421
Gun CrusherH / A / P / B426 / 436 / 431 / 427
Magic Knight, knight buildA / P / G / B462 / 438 / 431 / 437
Magic Knight, wizard buildA / P / G / B459 / 433 / 428 / 432
Soul WizardH / A / P / G419 / 428 / 424 / 414
Noble Elf, agility buildH / A / P / G435 / 442 / 437 / 426
Noble Elf, energy buildH / A / P / G352 / 360 / 353 / 341
Empire LordH / A / P / G417 / 438 / 424 / 414
Dimension SummonerH / A / P / G421 / 433 / 424 / 413
Shining LancerH / A / P / G410 / 422 / 419 / 411
Majestic Rune WizardH / A / P / G419 / 424 / 428 / 433
SlaughtererH / A / P / G445 / 458 / 450 / 424

The energy Noble Elf is the outlier, around eighty points behind her agility counterpart at every slot. Set bonuses come in three steps, and the fourth piece carries the payload.

Pieces wornWhat switches on
TwoMastery skill attack power, and the mastery main stat
ThreeDouble damage rate +18%, plus mastery attack power or wizardry
FourMastery 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 and mastery damage decrease

Two and three pieces are barely worth wearing by comparison, so assemble all four or none. The Faith Knight set goes its own way again: critical and excellent damage rate +40% each, Solid Protection party attack power +260, vitality +360, defence +240 and triple damage +7%.

Three hunting grounds, from level 700 to 1,190

Overhead map of Burning Kethotum with its elite zones and safe area
Kethotum: sealed under eight stones, sunk out of the world, and now on fire again.

Kethotum is where Kundun was put down. Etramu lured him in and split the Seal Stone into eight pieces to raise the strongest barrier ever cast. Kundun turned to stone mid-scream and the city dropped out of the world. A thousand years later Lemuria took the self of Gaion's descendant Antonias to bring him back, and he filled Kethotum with gates that pull demons through.

Overhead map of the Kanturu Underground Facility with its central safe zone
Under the Kanturu ruins: a door nothing should have been able to open, found smashed.

The third map's story is shorter. Arca scholars digging the Kanturu ruins found an unopenable door smashed apart with stairs behind it, could not get past what prowled the corridors, and the Noble Alliance sent knights instead. The three maps are really one stretch of your level curve, so compare them that way.

SettingOld KethotumBurning KethotumKanturu Underground Facility
Entry level7001,1601,190
Penalty-free from—1,1901,220
By move command50,000 zen50,000 zen50,000 zen
On foot fromThe Aida safe zoneAida 2 (218, 237)Kanturu Ruins (106, 159)
What you go forExcellent Holy Angel armour, Excellent socket pendantsExcellent Brilliant armour, Manticore Chaos Combination Charm fragmentsExcellent Brilliant armour, Excellent socket necklaces
Safe zone——Dead centre, where you arrive, respawn and reconnect

Old Kethotum is the same place rebuilt for the mid game: identical residents at a third of the level, entry 460 levels lower. It is the one you will see first by a long way. The Kanturu facility is organised by element, and Helper Plus sends you straight to the main or sub-main spot of whichever you pick.

The three Crimson monsters that fill Burning Kethotum
The same three Crimson monsters in Old Kethotum at a third of the level
The three Underground monsters of the Kanturu facility

Six monsters cover all three maps, with the Crimson trio doing double duty.

MonsterWhereLevelEliteHow it fights
Crimson LycanOld and Burning Kethotum195 old, 585 burning590Thin on life and defence, but its melee lands hard
Crimson MinosOld and Burning Kethotum195 old, 585 burning590The tank of the three, melee only
Crimson HarpyOld and Burning Kethotum195 old, 590 burning590Keeps its distance, throws an area whirlwind
Underground PersonaKanturu Underground615620Casts Tornado and Evil Spirit
Underground Twin TailKanturu Underground620620Long spear, reaches further than you expect
Underground DreadfearKanturu Underground620620A two-hit melee slash, nothing clever
Elite versions of the three Crimson Kethotum monsters
Elite versions of the three Kanturu Underground monsters
The five elemental elite zones marked across the Kanturu Underground map

Both late maps carry five elemental elite zones with the same debuffs and drops, so one table covers both.

ElementBurning KethotumKanturu UndergroundWhat it puts on you
Fire(163, 125)(40, 38)Bleeding and attack power down
Water(214, 228)(18, 215)Deadly poison and attack power down
Earth(211, 66)(124, 10)Bleeding and attack speed down
Wind(80, 105)(225, 212)Deadly poison and defence down
Dark(149, 182)(235, 11)Bleeding and defence down

The debuffs are not a risk but a certainty: every hit lands its pair at a 100% chance, and only a Guardian with the matching elite resistance blunts them. Pick your element, then check what your Guardian resists. The payout is the usual elite set, Elite Option Change Fragments, Sealed Armour Fragments, Golden Emblems, Elite Guardian Enhancement Stones and the Jewel of Harmony, most behind a weekly cap.

Shining Tail and the Earring of Enchantment

The nine-tailed Shining Tail Guardian beside its rare recolour
The 4th Guardian, equipped from the inventory at level 1,100.

These two read better together. Both materials come from Priest James in Elbeland (32, 239) for Ruud, both cost Bless ×20, Soul ×20, Chaos ×1 and Creation ×1 on top, and both read their odds off one card.

Base itemChance of success
+15100%
+1490%
+1380%
+1270%
+1160%
The Seal of Shining Tail upgrade material

The Shining Tail is the 4th Guardian, equipped from the inventory at level 1,100 and made from the 3rd Guardian at the Trainer in Lorencia (122, 110) with the Seal of Shining Tail at 50,000 Ruud. A recoloured Shining Tail (Rare) with identical stats drops out of the same combination at a low rate: a cosmetic lottery, not a better item. Failure costs the materials and drops the base Guardian to +0.

Option slotWhat lands in it
Base, alwaysMovement speed, attack speed +7, defence +228
Normal, one to threeElemental attack power +177, elemental defence +177, defence +4.0 per 20 levels, attack, wizardry or curse power +4.0 per 20 levels. Both per-level lines stop at level 1,100
Elite resistance, exactly oneFire, water, earth, wind or dark, each a pair of resistances aimed at that elite zone's debuffs

The last row is the catch: a success rerolls the normal options and always rerolls the elite resistance, so the zone your Guardian protects you in is not your choice. Keep upgrading until the roll agrees.

The left and right Earring of Enchantment with the Mould of Enchantment

The Earring of Enchantment is the 5th earring, built from an Earring of Vigour at +11 to +15 with the Mould of Enchantment at 25,000 Ruud. Sides are preserved, a left makes a left, and a base carrying three options comes out with at least two. The two sides are not symmetrical and are not worn at the same level.

SideLevelAttack, wizardry or curse powerElemental defenceOptions rolled, one to three
Right900304–307292Max mana +1,000, excellent damage rate +8%, critical damage rate +8%, AG recovery +10, attack speed +7
Left850264–267234Max life +1,000, skill attack power +25, mastery attack or wizardry +92, mastery excellent damage +155, mastery critical damage +155

The right side is stronger and the later unlock, so the left goes on first. Wear both and you get the earring set option, which older guides still call the season mastery bonus: ignore enemy defence +5%, all stats +8 and mastery damage +70. By the end of the season the ladder read Wrath, Ancestors, Honour, Vigour, Enchantment.

The Elf renewal, and the choice it forces

Raining Arrow, the reworked Focus Shot and Holy Bolt in use

This is the part of Season 17 you are most likely to feel without knowing where it came from. The Elf had spent years being vaguely both things at once; Season 17 split her in two. Agility makes an archer, Energy makes a support with a shield of her own, and that is still the decision you make today. The three attack skills cost 1,000 Ruud each from Priest James in Elbeland.

BuildSkillRequirementWhat it does
AttackDex BoosterHigh Elf, Agility 500300 seconds of movement speed, attack speed and attack success rate. The first of the three you will own
AttackRaining ArrowHigh Elf, Agility 1,302, Multi-Shot with 10 points in Multi-Shot EnhancementFires arrows up so they come down as rain across an area
AttackFocus Shot, reworkedAgility 1,302, Multi-Shot with 10 points in Multi-Shot MasteryGuided arrows across several targets, with a roll for one hit more
SupportHoly BoltHigh Elf, Energy 1,200, Greater Damage plus 10 points of its masteryHoly energy packed into one bolt at one target. Its branch carries freeze and bleeding
SupportGreater Elemental DamageHigh Elf, Energy 1,500Raises a target's elemental attack power, and does nothing for anyone without an elemental pentagram
SupportGreater Elemental DefenceHigh Elf, Energy 1,500The same for elemental defence, same pentagram condition
SupportParty Heal, reworked—Reaches the whole party instead of one target, with an enhancement node for the amount

The archer also got quieter help: bow, crossbow and quiver attack speed up, more attack speed per point of Agility, and slower durability loss, which is a repair bill you stop paying. Raining Arrow is the one to invest in: its branch runs attack power, damage count +2, additional damage rate, +1 target, splash damage, skill damage and weapon attack power, and carries deadly poison and bleeding.

All seven Fairy Shields from Blood Angel up to Manticore

The support Elf got something she had never had: her own shield line. Seven Fairy Shields, one per gear tier, each with a base option that makes Greater Elemental Defence hit harder.

LevelFairy ShieldDefenceElemental defenceGreater Elemental Defence bonus
400Blood Angel303016%
600Dark Angel404118%
800Holy Angel515221%
900Soul636325%
1000Blue Eye747428%
1100Silver Heart868532%
1200Manticore959636%

Each shield also rolls up to two of reflect 5%, defence success rate +10%, max life, max mana and damage decrease, scaling from 165, 165 and 45 on Blood Angel to 286, 286 and 78 on Manticore. The Elf also gained two MU Helper buff slots of her own, four up to six, and a heal-support setting under Party Support, Auto Recovery Settings, Trigger Skill Settings, where Heal and Party Heal become the basic and trigger skills.

The cap, the rebalanced maps and the client changes

The cap moved twice, 1,350 to 1,400 in Part 1 and 1,400 to 1,450 in Part 2, each with a season reward box through the Gremory Case: 30 days to claim, 14 days valid once opened, nothing restorable. The two muuns below are a record of what 2022 players collected.

The two Season 17 season reward muuns
MuunAwarded for reachingBase ability
Kundun Mephis & LemuriaLevel 1,350Skill attack power +15
Elemental ElfLevel 1,400Elemental defence +10

Both multiplied their base ability 20 times for 30 days.

Two maps pulled down the curve

The mid game had a gap, so two existing hunting grounds were moved rather than replaced.

What changedWasBecame
Kubera Mine, monster level380325
Kubera Mine (Abandoned), monster level400370
Nixie Lake, entry level700630
Nixie Lake, main-spot spawn count109

Kubera Mine pays less experience to match, so it is a gear stop rather than a levelling stop. Penalty-free hunting starts at level 925 in the normal area and level 970 in the Abandoned Mine.

Six client changes you still use

None were headline features and all are in front of you every session.

ChangeWhat it means at the keyboard
NPC shop tabsStock is paged across tabs along the top instead of one long list
Ctrl + VOpens and closes the event inventory
A fourth MU Helper buff slotUp from three, so one more buff stays in the rotation unattended
MU Helper buff rangeBuffs only reach party members inside a distance you set
4th wings combination fixA success returns wings for the class that performed it, not a random class
Red monster namesMonsters that will cost you a level penalty are drawn red in the move command window and on screen

What has been superseded

  • Manticore is no longer the top weapon tier and Celestial Brilliant no longer the top armour tier. Both are real upgrades at 1,200 and 1,300, and both are rungs you pass.
  • The 1,450 cap is history. Plan around your server's cap, not this one.
  • Both season reward muuns are unobtainable. The claim windows closed in 2022.
  • The Shining Tail is the 4th Guardian, not the last. Upgrade through it rather than settling on it.
  • Enchantment is the 5th earring, not the final one.
  • Burning Kethotum is optional if high exp carries you past 1,160 before you need a farm there.

Not superseded: the two classes, the Bond, the Elf's attack and support split, the Fairy Shields, and all six client changes.

What to do about Season 17

  • If you want a caster, Lemuria is the gentler start and Kundun Mephis the harder hitter, and the choice is not reversible.
  • With a regular duo partner, run one of each. The Bond is free damage for the whole party.
  • Do not stall in Burning Kethotum for Brilliant armour if the upgrade chain is within reach. It runs at 100%.
  • Check which element your Guardian resists before you touch an elite zone. Walking in without it is how people decide elite zones are broken.
  • Take the Shining Tail base item to +15 before upgrading. A failure costs the materials and resets the Guardian to +0.
  • Wear both earrings, or accept that you are leaving the set option on the table.
  • Press Ctrl + V once so you know where your event inventory lives. Our custom jewel system makes that window matter.

Our server runs Season 22 on the latest server files, opens on 30 October 2026, and has high exp, stats capped at 32,700, events and mini-bosses all day, and a custom jewel system. Make an account and pick one of the two classes Season 17 gave you. The guide index runs the whole sequence.

Season 17 on a Season 22 server
  • Permanent: Kundun Mephis and Lemuria are on your creation screen, with gear ladders running the full length of the game.
  • Free damage: one of each class in a party fires the Bond, 130% for the pair and 115% for everyone else.
  • On your route: Manticore weapons at level 1,200 and Celestial Brilliant armour at 1,300, both upgraded at a flat 100%.
  • Three maps, one curve: Old Kethotum at 700, Burning Kethotum at 1,160, the Kanturu Underground Facility at 1,190.
  • Check your Guardian: elite zones land their debuff pair on every hit, and only elite resistance blunts it.
  • Still the Elf's shape: Agility shoots, Energy supports, and the Fairy Shields exist for the Energy half.