Season 20 (2024-2025) adds the Alchemist, the first new class since the Illusion Knight, and with her the Temple Guard Legendary gear tier that turns every +15 Lightning weapon into a set item with its own upgrade levels and stages. Two hunting grounds open - the Kardamahal Underground Temple and the Swamp of Ruin - the Rune Wizard is rebuilt around a new Magic Power stat, Tauros becomes the 7th Guardian, the Frigid Earring is the 8th mastery earring, and the level cap moves to 1,700.
The Alchemist — a new magic class

The Alchemist is a magic class built around transmutation. She fights with a wand in the right hand and an elixir in the left, has high defence for a caster, and scales her skill damage with Energy. Her signature contribution to a party is a support skill that summons an extra hunting ground monster, so the whole party farms faster.
Her story starts in Elbeland. Lea was born with a freak talent for alchemy, was transmuting matter into gold by the age of nine, and turned so much of her village to gold that word reached Kundun. He invaded Elbeland to take her and killed her parents; she escaped, and at sixteen set out to destroy him. She has never performed gold transmutation since and studies only combat alchemy.
| Creation | Starting map | Set party |
|---|---|---|
| Available by default | Elbeland | Alchemist / Grow Lancer / Rune Wizard |
| HP | MP | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|---|
| 110 | 80 | 15 | 20 | 23 | 25 |
| Base | 2nd class | 3rd class | 4th class | 5th class |
|---|---|---|---|---|
| Alchemist | Alchemic Magician | Alchemic Master | Alchemic Force | Creator |
Her starting gear and spell books are sold in Elbeland: Lea (29, 236) carries the low level armour, Marce (36, 219) the low level weapons and the four skill books. She also uses part of the Dark Wizard's skill list alongside her own transmutation spells.
Alchemist transmutation skills

| Skill | Requirements | What it does |
|---|---|---|
| Angel Homunculus | Energy 70 | Transmutes two homunculi that attack for you and hit several targets. |
| Ignition Bomber | Energy 680, Alchemic Magician | Raises pillars of fire inside a rune circle, damaging everything in range. |
| Countless Weapon | Energy 1,025, Ignition Bomber learned, 10 points in Ignition Bomber enhancement, Alchemic Master | Transmutes thrown energy blades that scatter across the targets around you. |
| Confusion Stone | Level 380, Energy 850 | Summons one extra field monster for the party. 5 minute duration, 5 minute cooldown. |
Confusion Stone is the skill the class is built around, so it is worth reading the small print: only one stone can be active per party, the summoned monster disappears after roughly a minute if nobody kills it, and the experience it gives scales with the Alchemist's alchemy rate, which grows with Vitality and caps at 100%. None of the four transmutation skills has a cooldown except Confusion Stone.
Alchemist wands, elixirs and armour

| Wand | Min ~ Max magic | Magic % | Speed | Required stats |
|---|---|---|---|---|
| Amber Wand | 52 ~ 60 | 65% | 35 | Str 68, Agi 33, Ene 137 |
| Morganite Wand | 65 ~ 70 | 75% | 35 | Str 78, Agi 37, Ene 186 |
| Blood Angel Wand | 83 ~ 85 | 92% | 35 | Str 93, Agi 35, Ene 300 |
| Dark Angel Wand | 109 ~ 115 | 102% | 35 | Str 97, Agi 42, Ene 367 |
| Holy Angel Wand | 141 ~ 147 | 114% | 35 | Str 99, Agi 44, Ene 413 |
| Soul Wand | 156 ~ 169 | 126% | 35 | Str 101, Agi 47, Ene 452 |
| Blue Eye Wand | 179 ~ 192 | 136% | 35 | Str 103, Agi 49, Ene 460 |
| Silver Heart Wand | 202 ~ 216 | 148% | 35 | Str 105, Agi 50, Ene 462 |
| Manticore Wand | 224 ~ 239 | 161% | 35 | Str 105, Agi 50, Ene 462 |
| Brilliant Wand | 247 ~ 261 | 174% | 35 | Str 105, Agi 50, Ene 462 |
| Apocalypse Wand | 270 ~ 284 | 186% | 35 | Str 105, Agi 50, Ene 462 |
| Lightning Wand | 291 ~ 305 | 199% | 35 | Str 105, Agi 50, Ene 462 |

| Elixir | Min ~ Max magic | Magic % | Speed | Required stats |
|---|---|---|---|---|
| Amber Elixir | 50 ~ 59 | 22% | 30 | Agi 90, Ene 155 |
| Morganite Elixir | 63 ~ 68 | 23% | 30 | Agi 91, Ene 210 |
| Blood Angel Elixir | 82 ~ 84 | 30% | 30 | Agi 98, Ene 307 |
| Dark Angel Elixir | 107 ~ 113 | 33% | 30 | Agi 108, Ene 323 |
| Holy Angel Elixir | 140 ~ 146 | 43% | 30 | Agi 112, Ene 331 |
| Soul Elixir | 155 ~ 168 | 49% | 30 | Agi 114, Ene 344 |
| Blue Eye Elixir | 178 ~ 191 | 55% | 30 | Agi 117, Ene 350 |
| Silver Heart Elixir | 201 ~ 215 | 62% | 30 | Agi 119, Ene 352 |
| Manticore Elixir | 223 ~ 238 | 68% | 30 | Agi 120, Ene 354 |
| Brilliant Elixir | 246 ~ 260 | 74% | 30 | Agi 120, Ene 354 |
| Apocalypse Elixir | 269 ~ 283 | 80% | 30 | Agi 120, Ene 354 |
| Lightning Elixir | 289 ~ 303 | 86% | 30 | Agi 120, Ene 354 |
The Blessed Archangel's Absolute Wand sits outside the tier ladder at 173 ~ 185 magic, 94% with Str 86, Agi 38, Ene 148.


| Excellent set | Defence (helm / armour / pants / gloves / boots) |
|---|---|
| Dark Angel | 124 / 137 / 127 / 116 / 120 |
| Holy Angel | 177 / 192 / 184 / 171 / 174 |
| Soul | 231 / 241 / 235 / 219 / 223 |
| Blue Eye | 275 / 292 / 280 / 266 / 271 |
| Silver Heart | 324 / 338 / 327 / 316 / 320 |
| Manticore | 372 / 387 / 377 / 364 / 367 |
| Brilliant | 423 / 427 / 424 / 417 / 422 |
| Apocalypse | 473 / 477 / 474 / 471 / 472 |
| Lightning | 526 / 530 / 528 / 520 / 522 |
Requirements are the same across every Excellent tier: Str 177 / 198 / 188 / 130 / 146, Agi 109 / 114 / 109 / 93 / 98, Energy 790 / 804 / 776 / 755 / 769. The four piece (set) versions carry higher defence and the usual set options, with Triple Damage rate climbing from 2% on the Soul set to 14% on the Lightning set. There are also two socket sets: Integrity (380 socket) and Justice (400 socket).
Alchemist wings

| Wings | Wear condition | Magic | Defence | Damage increase | Damage absorb |
|---|---|---|---|---|---|
| 3rd — Wing of Tiger Eye | Level 400, 3rd class | — | 45 | 39% | 39% |
| 4th — Wing of Purity | Level 800, 4th class | 100 | 140 | 55% | 43% |
| 5th — Wing of Insight | Level 1,200, 5th class | 300 | 900 | 55% | 43% |
The Wing Core of Pure Insight adds +50 to wing attack, magic and curse power and can be mounted on the Wing of Inevitability or the Wing of Insight.
Kardamahal Underground Temple

| Hunting ground | Entry level | Penalty level | How to get there |
|---|---|---|---|
| Kardamahal Underground Temple | 1,500 | 1,550 | Move command window for 50,000 Zen, or walk through the portal at Kalutan 1 (210, 18) |
Kardamahal is an elemental hunting ground, so MU Helper Plus can send you straight to the main or sub-main spot of the element you want. Monsters carry Excellent Damage Rate resistance, Critical Damage Rate resistance, Damage Absorption, Debuff Rate resistance and a Shock stat. A safe zone exists on the map and you are returned to it on entry, on death and on reconnect. The headline drop is the Lightning Chaos Combination Amulet Fragment.

| Monster | Level | Behaviour |
|---|---|---|
| Devil Sword | 950 | Melee one-handed sword, hits up to 2 characters |
| Devil Scythe | 950 | 360 degree scythe swing, hits up to 4 characters |
| Devil Sorcerer | 950 | Wide-area evil spirit skill, hits up to 5 and drains their AG and MP |

The elite zone has its own flag at the entrance, and its monsters are treated like bosses — they are immune to Divine Punishment, and every one of their attacks lands an elite debuff with 100% chance. Which debuff you get depends on the element of the monster, and the Guardian's elite resistance option is what reduces it.
| Element | Elite zone entrance | Debuffs it inflicts |
|---|---|---|
| Fire | 26, 48 | Bleeding, attack power reduction |
| Water | 216, 60 | Deadly poison, attack power reduction |
| Earth | 46, 126 | Bleeding, attack speed reduction |
| Wind | 236, 132 | Deadly poison, defence reduction |
| Darkness | 237, 198 | Bleeding, defence reduction |
Elite monsters drop a weekly-capped list on top of the normal loot: Elite Option Change Piece (50 make an Elite Option Change Stone), Sealed Armour Piece (50 craft one part of Scratched Blood Angel armour, which then crafts a +13 Blood Angel piece without a Soul of Blood Angel), Elite Guardian Reinforcement Stone, Golden Sentence, Garuda's Flame, Uriel's Feather and the Jewel of Harmony. The Twisted Kalutan elite zone was removed in the same patch.
Later in Season 20 the Kardamahal elite zone itself was removed and replaced by normal monsters, when the Swamp of Ruin elite zone opened.
Swamp of Ruin

Explorers investigating the Swamp of Calmness found statues, a plaza, an altar and a graveyard on its islands, but no people. They rebuilt the shattered magic circle from its fragments and activated it; instead of the familiar light it threw up an ominous purple pillar, and the statue's eyes lit. It carried them to a vast dark island where the same creatures they had met in the swamp were crackling with far more power. The monsters that once crossed to the Swamp of Calmness had weakened with distance — here they had not. This is the Swamp of Ruin.
| Hunting ground | Entry level | Penalty level | How to get there |
|---|---|---|---|
| Swamp of Ruin | 1,550 | 1,600 | Move command window for 50,000 Zen, or the portal in the Swamp of Calmness safe zone (131, 117) |

| Monster | Level | Extra type | Behaviour |
|---|---|---|---|
| Shadow Master of Ruin | 1,000 | Nuke | Swings a giant axe at close range |
| Nephin of Ruin | 1,000 | Bolt | Slams the ground for a shockwave hitting up to 3 characters |
| Sapi Queen of Ruin | 1,000 | Area | Whips with its wooden arms at up to 5 characters and drains their AG and MP |

| Element | Elite zone entrance |
|---|---|
| Fire | 42, 17 |
| Water | 227, 121 |
| Earth | 24, 211 |
| Wind | 206, 16 |
| Darkness | 201, 218 |
The main drops here are the Excellent socket pendant, the (Bound) Temple Guard Enhancement Stone and Excellent Temple Guard armour. The elite monsters add the same weekly-capped list as Kardamahal: Sealed Armour Fragment, Elite Guardian Enhancement Stone, Elite Option Change Fragment, Golden Crest, Garuda's Flame, Uriel's Feather and the Jewel of Harmony.
Legendary equipment — the Temple Guard tier

Legendary is the tier above 10th Mastery. You feed a finished Lightning item into the Chaos Goblin and get a Temple Guard set item back, which then has its own upgrade levels and stages to climb.
| Crafting | Main material | Ruud material | Jewels | Zen | Rate |
|---|---|---|---|---|---|
| Legendary weapon | +15, 16 option, 10th Mastery Excellent weapon | Temple Guard Anvil | Bless x30, Soul x30, Creation x1, Chaos x1 | 500,000,000 | 100% |
| Legendary shield | +15, 16 option, 10th Mastery Excellent shield | Temple Guard Anvil | Bless x30, Soul x30, Creation x1, Chaos x1 | 500,000,000 | 100% |
| Legendary armour | +15, 16 option, 10th Mastery set armour | Temple Guard Soul | Bless x30, Soul x30, Creation x1, Chaos x1 | 200,000,000 | 100% |
Swords and staves need a dedicated anvil rather than the plain one: Anvil (Wrath) makes the Temple Guard Sword, Anvil (Faith) the Faith Sword, Anvil (Wizard) the Wizard Staff, Anvil (Magic) the Magic Staff and Anvil (White Wizard) the White Wizard Staff.

| Material | Used for | Source |
|---|---|---|
| Temple Guard Anvil | Crafting Legendary weapons and shields | Priest James, 150,000 Ruud |
| Temple Guard Soul | Crafting Legendary armour | Priest James, 75,000 Ruud |
| Temple Guard Enhancement Stone | Upgrading Legendary gear | Kardamahal Underground Temple drop |
| Shining Temple Guard Enhancement Stone | Upgrading Legendary gear | Cash shop |
Three option rules changed with the tier. A stat option (All Stats +7 or +15) is now rolled on Legendary weapons and shields, the Jewel of Life option is gone from Legendary Excellent and set gear, and Luck was rewritten from Jewel of Soul success +25% to upgrade success rate +10% (the critical damage rate +5% half is unchanged). Set defence also stopped being a percentage and became a flat value: 350 at level 10 rising to 600 at level 15, read from the lowest upgrade level you are wearing.
Legendary upgrade levels and stages
A Legendary set item carries two numbers instead of one. The upgrade level runs 0 to 15 and raises base stats the way ordinary upgrading always did. The upgrade stage runs 1 to 5 inside each level and adds a per-item effect — attack power on a Temple Guard Sword, magic power on a staff. You climb stages first, and a stage-5 item is what the level upgrade accepts.
| You register | On success | On failure |
|---|---|---|
| A stage 1–4 item | Upgrade stage +1 | Upgrade stage −1 (never below stage 1) |
| A level 0–14 item at stage 5 | Upgrade level +1, back to stage 1 | Upgrade level kept, back to stage 1 |
| Route | Materials | Zen | Base rate |
|---|---|---|---|
| Chaos Goblin → Equipment Upgrade | Temple Guard Enhancement Stone x12, Jewel of Bless x1, Jewel of Soul x1, Jewel of Life x2 | 10,000,000 | 50% |
| Chaos Goblin → Elite Equipment Upgrade | Shining Temple Guard Enhancement Stone x12 | 10,000,000 | 60% |
The rate and the material count are the same at every level and every stage, which makes the maths unusually simple for Mu Online. The Luck Amulet works as an optional support material; the Chaos Combination Amulet does not, because Legendary set equipment never disappears on failure.
Temple Guard weapons, shields and armour
| Weapon | Class | Attack / magic | Speed | Required stats |
|---|---|---|---|---|
| Temple Guard Sword | Dark Knight | 946 ~ 961 | 40 | Str 1,006, Agi 327 |
| Temple Guard Faith Sword | Dark Knight | 946 ~ 961 | 40 | Str 52, Agi 327, Ene 936 |
| Temple Guard Wizard Staff | Dark Wizard | 339 ~ 347 / 260% | 30 | Str 308, Agi 106 |
| Temple Guard Magic Staff | Magic Gladiator | 339 ~ 347 / 260% | 30 | Str 308, Agi 106 |
| Temple Guard White Wizard Staff | White Wizard | 339 ~ 347 / 260% | 30 | Str 308, Agi 106 |
| Temple Guard Bow | Elf | 1,432 ~ 1,475 | 55 | Str 206, Agi 1,204 |
| Temple Guard Quiver | Elf | 844 ~ 863 | 60 | Str 199, Agi 1,190 |
| Temple Guard Magic Sword | Magic Gladiator | 946 ~ 956 / 110% | 45 | Str 743, Agi 458, Ene 164 |
| Temple Guard Magic Two-Handed Sword | Magic Gladiator | 1,290 ~ 1,340 / 110% | 45 | Str 743, Agi 458, Ene 164 |
| Temple Guard Scepter | Dark Lord | 1,067 ~ 1,091 | 40 | Str 710, Agi 166 |
| Temple Guard Stick | Summoner | 317 ~ 343 / 239% | 30 | Str 278, Agi 112 |
| Temple Guard Book | Summoner | Curse 230% | 50 | Agi 206, Ene 760 |
| Temple Guard Claw | Rage Fighter | 852 ~ 872 | 35 | Str 595, Agi 199 |
| Temple Guard Lance | Grow Lancer | 680 ~ 707 | 40 | Str 448, Agi 320 |
| Temple Guard Rune Mace | Rune Wizard | 338 ~ 356 / 267% | 50 | Str 294, Agi 113, Ene 1,108 |
| Temple Guard Short Sword | Slayer | 913 ~ 1,004 | 45 | Str 341, Agi 1,081 |
| Temple Guard Magic Gun | Gun Crusher | 458 ~ 472 / 221% | 50 | Str 379, Agi 322, Ene 852 |
| Temple Guard Blade | Illusion Knight | 946 ~ 978 | 45 | Str 362, Agi 1,102 |
| Temple Guard Magic Book | White Wizard | 225 ~ 235 / 148% | 30 | Agi 192, Ene 494 |
| Temple Guard Orb | Mage | 329 ~ 343 / 262% | 30 | Str 171, Agi 87, Ene 474 |
Every one of them needs 5th class and level 1,500. Legendary weapons carry a fixed Excellent option of Excellent damage rate +10% plus one or two random rolls from attack speed +7, life or mana on kill, attack power +3.4 per 20 levels, and attack power +97.

| Alchemist weapon | Min ~ Max magic | Magic % | Attack success | Speed | Required stats |
|---|---|---|---|---|---|
| Temple Guard Wand | 357 ~ 371 | 262% | 150 | 35 | Str 105, Agi 50, Ene 462 |
| Temple Guard Elixir | 355 ~ 369 | 149% | 80 | 30 | Agi 120, Ene 354 |

| Shield | Class | Defence | Defence rate | Required stats |
|---|---|---|---|---|
| Temple Guard Shield | Dark Knight | 119 | 197 | Str 245 or Ene 950, Agi 189 |
| Temple Guard Fairy Shield | Elf | 144 | 195 | Str 94, Ene 926 |
| Temple Guard Lord Shield | Dark Lord | 152 | 200 | Str 687, Ene 157 |
| Temple Guard Lancer Shield | Grow Lancer | 151 | 198 | Str 435, Ene 308 |
The Fairy Shield adds a fixed Elf-only elemental defence enhancement of 52%. All four share the same Excellent list: base defence +3.4 per 20 levels as the fixed option, then one or two of damage reflect 5%, defence success rate +10%, max HP +374, max mana +374 and damage decrease 102 — with the Lancer Shield swapping the last one for Obsidian effect +315.

| Set | Defence (helm / armour / pants / gloves) |
|---|---|
| Dark Knight | 605 / 628 / 618 / 604 |
| Dark Knight (Faith) | 624 / 648 / 637 / 623 |
| Dark Wizard | 584 / 593 / 590 / 579 |
| Elf (Agility) | 599 / 606 / 602 / 591 |
| Elf (Energy) | 518 / 526 / 519 / 508 |
| Magic Gladiator (Strength) | 627 / 603 / 596 / 602 |
| Magic Gladiator (Energy) | 623 / 598 / 593 / 597 |
| Dark Lord | 582 / 603 / 590 / 579 |
| Summoner | 586 / 598 / 590 / 578 |
| Rage Fighter | 580 / 608 / 597 / 586 |
| Grow Lancer | 576 / 587 / 584 / 577 |
| Rune Wizard | 590 / 598 / 595 / 585 |
| Slayer | 609 / 623 / 614 / 590 |
| Gun Crusher | 580 / 598 / 592 / 587 |
| White Wizard | 595 / 599 / 591 / 594 |
| Mage | 589 / 595 / 591 / 580 |
| Illusion Knight | 613 / 628 / 604 / 583 |
| Alchemist | 608 / 612 / 610 / 602 |

Almost every class shares the same 4-set block: Mastery 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 rate +16%, Mastery max HP, Mastery damage decrease and Mastery ability-skill attack. Two sets break the pattern — the Dark Knight (Faith) set trades it for critical and excellent damage rate +55% and Solid Blessing bonuses, and the Elf (Energy) set for healing and elemental enhancements.
Completing the full Legendary set — four armour pieces plus the matching Temple Guard weapon and shield — is identical for every class: Extra Critical rate +5%, Extra Excellent rate +5%, Extra Double Damage rate +3%, Extra Additional Damage rate +4%.
Rune Wizard renewal

The Rune Wizard was rebuilt around a new stat. Magic Power now appears in the character window, and rune maces lost their one-handed attack power line in favour of a magic power min ~ max option. Every rune mace was re-costed at the same time.
| Rune mace | Min ~ Max magic power | Magic power % | Speed | Required stats |
|---|---|---|---|---|
| Elemental Rune Mace | 22 ~ 23 | 29% | 50 | Str 35, Agi 29 |
| Elhaz Rune Mace | 55 ~ 59 | 51% | 50 | Str 106, Agi 65, Ene 117 |
| Frost Rune Mace | 62 ~ 66 | 67% | 50 | Str 137, Agi 63, Ene 459 |
| Light Lord Rune Mace | 72 ~ 74 | 77% | 50 | Str 175, Agi 82, Ene 671 |
| Blood Angel Rune Mace | 115 ~ 121 | 98% | 50 | Str 240, Agi 93, Ene 923 |
| Dark Angel Rune Mace | 149 ~ 155 | 108% | 50 | Str 253, Agi 97, Ene 974 |
| Holy Angel Rune Mace | 158 ~ 164 | 120% | 50 | Str 278, Agi 106, Ene 1,077 |
| Soul Rune Mace | 168 ~ 174 | 131% | 50 | Str 283, Agi 107, Ene 1,100 |
| Blue Eye Rune Mace | 178 ~ 193 | 141% | 50 | Str 288, Agi 108, Ene 1,102 |
| Silver Heart Rune Mace | 209 ~ 224 | 154% | 50 | Str 294, Agi 113, Ene 1,108 |
| Manticore Rune Mace | 235 ~ 250 | 166% | 50 | Str 294, Agi 113, Ene 1,108 |
| Brilliant Rune Mace | 257 ~ 273 | 179% | 50 | Str 294, Agi 113, Ene 1,108 |
| Apocalypse Rune Mace | 286 ~ 297 | 192% | 50 | Str 294, Agi 113, Ene 1,108 |
| Lightning Rune Mace | 303 ~ 321 | 204% | 50 | Str 294, Agi 113, Ene 1,108 |
| Temple Guard Rune Mace | 338 ~ 356 | 267% | 50 | Str 294, Agi 113, Ene 1,108 |

The eleven new shields share a fixed Excellent option of base defence per 20 levels and up to two random rolls from damage reflect 5%, defence success rate +10%, max HP, max mana and damage decrease.
Buffs and skills
| Change | Before | After |
|---|---|---|
| Burst / Haste duration | 15 sec | 70 sec |
| Burst / Haste cooldown | 60 sec | 120 sec |
| Master skill duration increase | 35 sec | 90 sec |
| Master skill cooldown reduction | 40 sec | 90 sec |
| Haste attack speed | +15 | +25 |
| Starting skill | Energy Ball | Magical Shot |
| Magic Arrow requirement | Energy 142 | Energy 60 |
| Magic Arrow damage instances | 2 | 1 |
| Plasma Ball requirement | Energy 600, Rune Spell Master | Energy 300, Rune Wizard |
| Lightning Storm requirement | Energy 1,180, Plasma Ball + its mastery | Energy 1,080, Magic Arrow + its enhancement |
| Magical Shot damage instances | 2 | 1 |
Two skills are new. Runic Spear (2nd class, Energy 600, learned from monster hunting) spins rune letters into an explosion that hits the target and everything around it. Rune Phrase (3rd class, Energy 1,180, Plasma Ball plus 10 points of Plasma Ball Mastery, bought from Elbeland's NPC James in the Ruud shop) fires explosive runes through a magic orb at a group; cast it three times and Special Phrase can trigger a defence −30% debuff on the target, though major bosses are immune. A 5th class ability card, Rune Phrase of Saturation, adds splash damage in HP, MP and AG variants. Plasma Ball Enhancement was removed from the 4th skill tree.
The 7th Guardian — Tauros

Tauros is the 7th Guardian, an inventory-equipped mount. You make one by upgrading a Leviathan at the Lorencia Trainer (122, 110). The base Leviathan has to be +11 or better and the success rate depends on how far you pushed it.
| Base material | Rate |
|---|---|
| +15 Leviathan | 100% |
| +14 Leviathan | 90% |
| +13 Leviathan | 80% |
| +12 Leviathan | 70% |
| +11 Leviathan | 60% |
Every attempt costs Jewel of Bless x20, Jewel of Soul x20, Jewel of Chaos x1, Jewel of Creation x1 and one Seal of Tauros, sold by Priest James in Elbeland (32, 239) for 50,000 Ruud. A failed combination eats the sub-materials and drops the base Guardian to +0. A successful one re-rolls the normal options and the elite resistance option.
| Option group | What you get |
|---|---|
| Basic | Movement speed increase, attack speed +7, defence +414 (defence grows with enhancement level) |
| Normal (1 to 3 of these) | Elemental attack +369, elemental defence +369, defence +7.0 per 20 levels (to level 1,100), attack / magic / curse power +7.0 per 20 levels (to level 1,100) |
| Elite resistance (1 of 5 types) | Fire: bleed and attack power reduction · Water: deadly poison and attack power reduction · Earth: bleed and attack speed reduction · Wind: deadly poison and defence reduction · Darkness: bleed and defence reduction |

Frigid Earring — the 8th mastery earring

| Frigid Earring (Right) | Frigid Earring (Left) | |
|---|---|---|
| Usable level | 1,050 | 1,000 |
| Attack / magic / curse power | 502 ~ 505 | 462 ~ 465 |
| Elemental defence | 490 | 432 |
Each earring rolls one to three random options, and the mastery values on them climb with the earring's enhancement level (up to +15, using crafting stones from the Chaos Goblin).
| Right earring rolls | Left earring rolls |
|---|---|
| Max mana +1,000 | Max HP +1,000 |
| Excellent damage rate +11% | Skill attack power +31 |
| Critical damage rate +11% | Mastery attack / magic power +145 |
| AG auto-recovery +10 | Mastery excellent damage +245 |
| Attack speed +7 | Mastery critical damage +245 |
Wearing both halves turns on the set option: ignore enemy defence chance 8%, all stats +11 and mastery damage +100.
You do not find a Frigid Earring — you upgrade a Verdant Earring (the 7th mastery earring) of +11 or better, using a Frigid Crafting Mould from Priest James in Elbeland (32, 239) for 25,000 Ruud, plus Jewel of Bless x20, Jewel of Soul x20, Jewel of Chaos x1 and Jewel of Creation x1. Rates match the Guardian ladder: 100% from +15 down to 60% from +11. A left earring upgrades into a left earring and a right into a right, and the new earring rolls one to three fresh options.
Level cap 1,700 and season rewards

The maximum character level moved from 1,650 to 1,700. Until the next season you can claim both achievement rewards, which arrive through the Gremory Case — 30 days to collect, then 14 days of validity on the box itself. Drop a reward box on the ground and it becomes a muun.
| Reward | Muun | Base ability | Extra ability |
|---|---|---|---|
| Level 1,600 | Dark Lord muun | Elemental defence +10 | 20x the base ability for 30 days |
| Level 1,650 | Alchemist muun | Skill attack power +15 | 20x the base ability for 30 days |
Level-up experience for characters of level 1,551 and above was rewritten at the same time, and the experience already banked is carried into the new curve — so a character sitting just short of 1,551 may find its level and experience bar jump on the patch.
Experience from high level monsters also gained a new rule. From Kardamahal onwards, if your level is at least monster level + 600 you get the full 100%; below that you lose 10% per level of difference, capped at a 70% loss, so you always keep at least 30%.
Play improvements

Death penalty recovery
An Experience Recovery Potion (paid item, stacks to 255) can give back the experience a death cost you. When you die, a recovery icon appears at the top left of the screen; open it and click the entry you want back. The window stores up to 10 entries and deletes the oldest when it overflows, each entry lasts 24 hours, only law-abiding characters can use it, and the number of potions consumed depends on your level and how much experience you lost. On MU Blue's Gold Channel one recovery per day is free. Character transfer, server transfer and name change all wipe the stored entries.
| Death penalty | Level 11 – 150 | Level 151 – 200 | Level 221+ |
|---|---|---|---|
| Law-abiding | 3% → 1% | 2% → 1% | 1% |
| Outlaw stage 1 (warning) | 5% | 5% | 5% |
| Outlaw stage 2 | 10% | 10% | 10% |
| Outlaw stage 3 (murderer) | 20% | 20% | 20% |
Event map tickets unified
The graded +1~7 tickets for Blood Castle, Devil Square and Illusion Temple are gone. One ticket now covers every grade, existing graded tickets convert automatically, and the graded combination materials stop working. The shop sale price of every ticket and ticket material dropped to 0 Zen, and Crywolf's combination rate +5% success reward was removed because the base rates absorbed it.
| Event map | Combination materials | Rate | Result |
|---|---|---|---|
| Blood Castle | Scroll of Archangel +0, Blood Bone +0, Jewel of Chaos, 500,000 Zen | 85% | Cloak of Invisibility +0 |
| Devil Square | Devil's Eye +0, Devil's Key +0, Jewel of Chaos, 900,000 Zen | 85% | Devil's Invitation +0 |
| Illusion Temple | Old Scroll +0, Illusion Sorcerer Covenant +0, Jewel of Chaos, 1,000,000 Zen | 85% | Scroll of Blood +0 |
Entry rules and the Labyrinth
| Event map | New entry rule |
|---|---|
| Chaos Castle | Enter while mounted, wearing a transformation ring, and in a party |
| Illusion Temple | Enter while mounted |
| Labyrinth of Dimensions | Enter while in a party — and 10 entries per day |
On entry only the stats of mounts and transformation rings apply, not their appearance, and party status is kept. Inside the Labyrinth the league list swapped class icons for a tooltip on the character name.

Combination and guild UI
The Chaos Goblin's combination menu gained Elite Equipment Enhancement, Mastery Crafting and Legendary Crafting as separate entries, and dropping the main material into the window now registers the secondary materials automatically — only the amulets stay optional. Guild matching was reworked too: recruitment settings are written and registered in one tab, a 100-character guild introduction replaced the interest and class filters, level ranges are typed instead of ticked, join requests are approved or rejected with O/X buttons in a queue, and the old standalone guild window became a Guild Information tab that [G] opens.

Other changes
Blessing of Uniris is a new buff for 5th class characters that grants +50% experience from monsters and stacks with the Seal of Master Level Increase; it is sold permanently in the Goblin Point Shop. Kardamahal monsters give more experience than at launch. The Monster Soul Converter was re-tiered, with the level 5 converter now recommended at level 1,450 and taking Storm Guard, Twisted Crypta, Devil Sword and Shadow Master of Ruin souls. Together Boss Raid monsters moved from level 100 to 105, with HP up from 100,000,000 to 136,500,000.
- New class: the Alchemist, a magic class with a wand and elixir, starting in Elbeland with 110 HP and 25 Energy.
- Confusion Stone summons one extra field monster for the party — the reason to bring an Alchemist along.
- Legendary Temple Guard gear: craft from +15 10th Mastery items, then climb 15 upgrade levels x 5 stages.
- Two hunting grounds: Kardamahal Underground Temple (level 1,500) and the Swamp of Ruin (level 1,550).
- Rune Wizard renewal adds a Magic Power stat, 11 mastery shields, Runic Spear and Rune Phrase.
- Level cap 1,700, Tauros as the 7th Guardian, the Frigid Earring as the 8th mastery earring.