MU Online Season 14 Guide

The Rune Wizard and the Guardian system · 2019

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Season 14 (2018-2019) added the Rune Wizard, a half-elf spellcaster who fires runes with a rune mace, and carried her all the way to the 4th class change. It also stacked on the Soul weapon and Frigid Blue Eye armour tiers, opened Kubera Mine and Atlans Abyss, rebuilt the Summoner around curse power and the Death Scythe, and introduced the Guardian system with the Ghost Horse and the elite zones.

The Rune Wizard

The Rune Wizard class in game
The Rune Wizard — a half-elf who fights with a rune mace and shield.

The Rune Wizard is the child of an Arca wizard and a fairy, raised in the half-elf village of Iria until the Lemuria Legion destroyed it on their way to Crywolf. She starts in Noria and fights with energy-based magic, wielding a rune mace in one hand and a shield in the other.

SettingValue
Starting townNoria
Base resourcesHP 60 / MP 60 / AG 42 / SD 103
Base statsSTR 13 / AGI 18 / VIT 14 / ENE 40
Play typeMagic attacker — stacks two or more spells at once for wide, heavy damage
Set partyRune Wizard + Magic Gladiator + Dark Knight
ArmourHelm, armour, pants, gloves, boots — plus pentagram and accessories
TierClass nameRequirement
BaseRune Wizard
2nd classRune Spell MasterLevel 220 after the 1st change at 150
3rd classGrand Rune MasterLevel 380–400
4th classMajestic Rune WizardLevel 800, quest from NPC Sent in Lorencia (131, 147)
Rune Wizard skills Magic Arrow, Lightning Storm and Plasma Ball in action
SkillElementRequirementWhat it does
Magic ArrowDarknessEnergy 142Fires 3 arrows; each explodes for 2 hits on the target and everything within 2 tiles
Plasma BallDarkness2nd class, Energy 600, level 220Rune energy drifts 4 tiles damaging everything within 5 tiles; 5 targets, 4 second cooldown. Best used as a trigger skill
Lightning StormDarkness3rd class, Plasma Ball Mastery 10P, Energy 1,180, level 500Calls rune energy down from the sky for heavy damage to 8 targets within 6 tiles
The Rune Wizard buffs Burst and Haste
BuffLevelCooldownDurationEffect
Burst22060 seconds15 secondsSelf only — spends extra mana per skill to raise damage
Haste40060 seconds15 secondsSelf only — the Rune Wizard's speed buff

Rune Wizard gear and wings

Rune maces from Frost to the Blessed Absolute Rune Mace
Rune maceLevelAttack powerWizardryReq. STR / AGI / ENE
Elhaz Rune Mace55–5951%106 / 65 / 117
Frost Rune Mace38062–6650%151 / 69 / 513
Light Lord Rune Mace40072–7454%175 / 82 / 671
Archangel's Absolute Rune Mace158–17071%119 / 32 / 286
Blessed Absolute Rune Mace158–17080%188 / 44 / 625
Blood Angel Rune Mace400115–12173%240 / 93 / 923
Dark Angel Rune Mace600149–15581%253 / 97 / 974
Holy Angel Rune Mace800158–16489%278 / 106 / 1,077
Soul Rune Mace900168–174100%283 / 107 / 1,100

For shields she borrows the Elf's line — the Frost Barrier and the Light Lord Shield are both socket shields she can equip.

A Rune Wizard armour set: helm, armour, pants, gloves and boots

Her armour runs from the Rune Pad and Rune Sphinx starter sets through Rune Legendary and the Kenaz sets, then joins the mastery ladder: Blood Angel Rune Wizard (400), Dark Angel (600), Holy Angel Rune Wizard of Obsession (800), Awakening Soul Rune Wizard (900) and Frigid Blue Eye Rune Wizard (1,000). Each step is a 100% upgrade at the Chaos Goblin using a +11 / 16-option piece plus the tier's Ruud-shop material.

Wings of Destiny, the Rune Wizard's 4th wings
Wings of Destiny — wizardry 100, defense 140, damage increase 55%, damage absorb 43%.

The Wings of Destiny are the Majestic Rune Wizard's 4th wings. Like every 4th wing they roll 1 to 4 random options and can take 0 to 1 elemental option on top.

The Majestic Rune Wizard skill enhancement tree
The skill enhancement tree (Ctrl + A) covers Magic Arrow, Plasma Ball and Lightning Storm.
Enhancement skillDebuffs it can carryNotable nodes
Magic ArrowFreeze / deadly poisonDamage count +1, splash range +1 tile, splash targets +1
Plasma BallFreeze / shockDamage count +1, target +1, slower travel for a longer dwell
Lightning StormBleeding / deadly poisonDamage count +1, attack speed, range +1 tile

Soul weapons and Frigid Blue Eye armour

The eight Soul mastery weapons

The mastery ladder gained two more rungs, both crafted at the Chaos Goblin at 100% from a +11 / 16-option base plus 30 Bless, 30 Soul, a Jewel of Chaos and a Jewel of Creation.

UpgradeBaseMaterialPrice
Holy Angel weapon → Soul weapon+11 / 16 option Holy Angel weaponSoul Anvil100,000 Ruud from Priest James
Awakening Soul armour → Frigid Blue Eye+11 / 16 option Awakening Soul armourSoul of Severe Cold50,000 Ruud from Priest James

Soul weapons need level 900 and share the same excellent block: excellent damage rate +10%, attack speed +7, life and mana recovery per kill, attack or wizardry +2 per 20 levels and attack power +57.

Soul weaponClassAttack powerSpeedReq. STR / AGI
Soul SwordBlade Master486–49740971 / 317
Soul Magic SwordDuel Master485–496 (77%)45715 / 438 (energy 155)
Soul StaffGrand Master181–194 (125%)30296 / 101
Soul BowHigh Elf568–58545202 / 1,167
Soul QuiverHigh Elf452–47655195 / 1,154
Soul StickDimension Master168–176 (127%)30269 / 107
Soul ScepterLord Emperor362–471 (pet 89%)40681 / 161
Soul ClawFist Master387–39735573 / 195
Soul LanceMirage Lancer290–30040431 / 310
A Frigid Blue Eye 5th mastery armour set

Frigid Blue Eye sets need level 1,000 and bring a new family of mastery options — mastery max HP, skill attack power, strength, agility, energy and all stats — whose values grow with the item's enhancement level. The set bonuses now run to 5 pieces.

PiecesFrigid Blue Eye set bonus
2 setMastery skill attack power and the class's mastery stat increase
3 setDouble damage rate +18%, mastery attack power or wizardry, mastery critical damage, mastery excellent damage, ignore enemy defense +9%
5 setMastery all stats, mastery base defense, critical damage rate +20%, excellent damage rate +20%, triple damage +4%, mastery max HP

The Grow Lancer also finally got its absolute weapon: the Archangel's Absolute Lance (115–126 attack, no level requirement), upgraded at +15 / 16 options with an Archangel's Hammer and 30 each of Bless, Soul and Life into the Blessed Archangel's Absolute Lance (173–184 attack), which adds the Archangel's Will buff.

Kubera Mine

Kubera Mine is the oldest mine on the continent, abandoned after Kundun's followers prayed at its altar and demons began crawling out of the tunnels. Entry needs level 850 — through the gate in Devias at (158, 57) or from the move command window for 50,000 zen — but characters below level 980 take a hunting penalty.

The map splits into the mine and the tougher abandoned mine, with five elemental field gates linking them, and you can swing a Pandora's Pickaxe in the safe zone. Monsters here drop excellent Blue Eye armour.

MonsterLevelAreaBehaviour
Mine Digger380MineMelee, swings a pickaxe
Mine Carrier380MineShoves a cart and splashes what is inside the barrel
Mine Driller380MineTwo-handed drill, thrusting attacks
Mine Porter380MineWaits, then hurls the stones from its sack
Dead Digger400Abandoned minePickaxe melee — sometimes swings twice in a row
Dead Shoveler400Abandoned mineStabs with a sharpened shovel — sometimes twice in a row
Dead Porter400Abandoned mineThrows stones from its sack

Atlans Abyss

Ancient records described an Abyss built to seal Hydra during Kundun's invasion. The passage was lost until a research group published teleport coordinates, and now the Abyss is open in three floors.

FloorEntry levelCost
Atlans Abyss 11,00050,000 zen
Atlans Abyss 21,02050,000 zen
Atlans Abyss 31,03050,000 zen

Hunting is really meant for level 1,010 and above — below that you take a penalty. Every monster here carries excellent damage rate resistance, critical rate resistance and 4th-tree debuff resistance, and some use area attacks. They drop excellent Blue Eye armour.

The Atlans Abyss monsters: Bahamut, Vepar, Silver Valkyrie and Lizard King
MonsterLevelFloorsType
Abyssal Bahamut410–4601, 2 and 3Melee bite and tail swipe, with a chance of an area attack
Abyssal Vepar410Floor 1Ranged
Abyssal Silver Valkyrie435Floor 2Ranged crossbow
Abyssal Lizard King460Floor 3Ranged

The Guardian system and elite zones

The Ghost Horse, the first Guardian item
The Ghost Horse — a Guardian mount with a movement speed bonus and attack speed +7.

Guardians are a new kind of inventory item for level 800+ characters: right-click to equip, and they grant normal options plus elite resistance options. They enhance to +15, and their vitality drains with wear time — at zero they unequip themselves. A Jewel of Bless restores them to 100%.

NPC Moss in Elbeland, who sells the Guardian Box
NPC Moss, Elbeland (22, 225) — sells the Guardian Box.
The Guardian enhancement window at the Tamer NPC
All Guardian crafting happens at the Tamer in Lorencia (122, 110).
Menu at the TamerWhat it does
Soul revivalCrafts Dark Horse and Dark Spirit items
Guardian revivalCrafts a Guardian — a Seal of the Ghost Horse plus 10 Fragments of Resurrection and 5 Jewels of Bless makes the Ghost Horse
Guardian enhancementLevels the Guardian. Below +10 a failure costs one level; from +10 a failure drops it to 0, and the stone changes to the Elite Guardian Enhancement Stone
Guardian option changeRerolls the elite option, evenly among the options you do not already have

The Ghost Horse is a mount that cannot be ridden alongside a Uniria or Dinorant (the Dark Lord's Dark Horse is fine). It carries attack speed +7 and a movement speed bonus by default, 1 to 3 normal options (defense or attack per 20 levels up to level 1,100, elemental attack, elemental defense) and one of five elite resistance sets matched to the elements.

Elite zones

One elite zone sits in the current top-tier hunting ground — for Season 14 Part 2 that is Atlans Abyss floor 3, marked by an elite zone flag, where (Elite) Abyssal Lizard King and (Elite) Abyssal Bahamut spawn. Elite monsters apply their debuff at 100% on every hit, are immune like bosses, and can only be blunted by a Guardian's elite resistance.

Element of the elite monsterDebuff you take
FireBleeding + attack power reduction
WaterDeadly poison + attack power reduction
EarthBleeding + attack speed reduction
WindDeadly poison + defense reduction
DarknessBleeding + defense reduction
Elite dropWhat it is for
Elite Option Change Fragment50 make an Elite Option Change Stone
Sealed Armor Fragment50 craft one piece of Scratched Blood Angel armour, which can become a +13 Blood Angel piece without the Blood Angel's Soul (random class)
Golden EmblemCrafting material for 4th wings
Elite Guardian Enhancement StoneRequired to enhance a Guardian past +10

Summoner renewal

The Summoner was split into two builds that switch with a persistent buff.

BuildBuffWhat the buff usesEffects
Wizardry SummonerBerserkerEnergy and the Otherworld Book's curse powerWizardry and attack speed up; HP and defense down. Disables the curse skills
Curse SummonerDarkness (new)Energy and the stick's wizardryCurse power and defense up, HP down. Switches the stat setup and enables the curse skills

Both buffs persist until you die or disconnect, and after casting either one the Summoner can still receive the Elf's attack power buffs.

The reworked Explosion, Requiem, Pollution, Weakness and Innovation skills

Explosion, Requiem and Pollution moved off the Otherworld Book and became parchment-learned skills, with much shorter animations and cooldowns and damage-over-time converted to normal damage. Weakness and Innovation became magic circles centred on the Summoner that debuff anyone standing in them, and the master tree can add enemy elemental attack and defense reduction on top.

The Summoner's new skill Death Scythe
Death Scythe — summoned with an explosion, then it follows you and attacks.
Death ScytheValue
RequirementPollution Mastery 10P
Pentagram elementDarkness
UsesCurse power
Range6 tiles around you, up to 6 targets
NotesSummoned with an explosion, follows you while attacking, and vanishes after 10 seconds unused
The revised Summoner master skill tree
The Chaos tree now enhances Explosion, Requiem and Pollution; the Honor tree feeds Berserker and Darkness.
The four mastery Otherworld Books from Blood Angel to Soul
BookLevelCurse powerReq. AGI / ENE
Blood Angel Book40089%177 / 702
Dark Angel Book600100%180 / 713
Holy Angel Book800111%186 / 727
Soul Book900123%188 / 742

Alongside them, the wizardry option on excellent Otherworld Books became a curse power option, and the wizardry option on mastery armour became wizardry / curse power.

Ancestor's earrings and the Monster Soul Converter

The Ancestor's Earrings and the Ancestor's Refining Mold

The second mastery earring, the Ancestor's Earring, is made by upgrading an enhanced Earring of Wrath with an Ancestor's Refining Mold from the Ruud shop plus 20 Bless, 20 Soul, a Jewel of Chaos and a Jewel of Creation. The left earring needs level 700, the right level 750, and the upgrade rerolls the options. Failure costs the materials and drops the earring to +0.

Base earringSuccess rate
+15100%
+1490%
+1380%
+1270%
+1160%
EarringBase optionsRandom options (1–3)
Ancestor's Earring (left)Attack / wizardry / curse power 66–69, elemental defense 36Max HP 400, skill attack power 19, mastery attack or wizardry 38, mastery excellent damage 65, mastery critical damage 65
Ancestor's Earring (right)Attack / wizardry / curse power 106–109, elemental defense 94Max mana 400, excellent damage rate 5%, critical damage rate 5%, AG recovery 10, attack speed 7

Wearing both from the same season adds the season bonus: ignore enemy defense 2% and all stats +5.

Monster Soul Conversion

Priest James also began selling Monster Soul Converters. Carry one, kill the monsters it lists, and once the souls are full you right-click it and pick a reward category. Souls are shared with your party, you can only hold one converter, purchases are capped weekly, and an unfinished converter expires at the Thursday maintenance — though one whose collection is complete becomes permanent. The monster list also rotates every Thursday.

ConverterRecommended levelPrice
Level 1400+400 Ruud
Level 2600+500 Ruud
Level 3800+600 Ruud
Level 4900+700 Ruud
Level 51,000+800 Ruud

Each conversion pays one guaranteed and one random item from the category you choose: Ruud (400 guaranteed, 200–4,000 random), jewels, elemental (runes, pentagrams, errtels) or accessories — the last only from the level 5 converter, and the only source of Earrings of Wrath outside Mos.

Level 1,150 and quality of life

Archmage Etramu, the season level reward muun
Reach level 1,100 and the season reward box yields the Archmage Etramu muun.

The cap moved from 1,100 to 1,150. Reaching 1,100 before the next season pays a reward box — 30 days in the Gremory Case, 14 days once withdrawn — containing the Archmage Etramu muun (elemental defense +10, running at 20× for 30 days), which can be worn alongside a premium muun.

SWITCH mode

A new SWITCH mode (Ctrl + F) parks the client in a low-resource view that still shows your helper state, level and experience, zen, and free space in your inventory, event inventory and personal store, with the game screen refreshed as a still image at an interval you choose. It can also start automatically after a set idle time.

Other changesDetail
Jewel stackingJewels stack and split in the inventory for free, up to 50 per stack; jewel bundle items are retired
MU HelperAutomatic muun repair (triggers at 5 durability, needs a Jewel of Life), nearest-target selection, and a dense monster target option
WarehouseSingle deposit and withdrawal limit raised from 100 million to 1 billion zen, and the same for castle tax
TradingLucky Charms and Chaos Combination Charms can be sold in personal stores
Divine PunishmentThe Errtel of Radiance option is capped at 250,000 damage
QuestsTabs for guide, class change, tutorial, reward and repeatable quests, an instant move button on every quest, and the info window showing 3 quests at a time up to 20
Season 14 at a glance
  • New class: the Rune Wizard
  • Wings of Destiny and the Majestic Rune Wizard
  • Soul weapons & Frigid Blue Eye armour
  • Kubera Mine and Atlans Abyss
  • Guardian system, Ghost Horse and elite zones
  • Summoner renewal and Death Scythe