MU Online Season 16 Guide

Gun Crusher and Arnil Temple · 2021

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Season 16 (2020-2021) adds the Gun Crusher, the first gunner class in MU Online, and pushes the mastery ladder two more rungs with Silver Heart weapons and the Roaring Manticore armour. It opens two hunting grounds - Arnil Temple and Ashen Aida - each with its own elite zone, adds the Fierce Lion 3rd Guardian and the Earring of Blood Vigour, rebuilds the elemental system around mastery pentagrams and errtels, renews the Jewel of Harmony from the ground up, reworks the Magic Gladiator into three distinct builds, and finally lets you ride a mount inside town.

The Gun Crusher — the new class

Key art of the Gun Crusher, the new Season 16 class
The Gun Crusher, first of the MU Empire's Imperial Task Force.

The MU Empire, losing ground to Kundun, secretly founded the Imperial Task Force and raised abducted orphans through brutal training. Fisher, the boy with the fiercest eyes, survived it and lost himself in the process. Appointed Gun Crusher, his first order was to wipe out the monsters around Elbeland.

He is a magic gunner: an Energy-scaling ranged class whose weapon is the magic gun, and the first class in MU whose damage comes from wizardry rather than a blade.

SettingValue
Starting townElbeland
Base life / mana100 / 80
Base strength / agility / vitality / energy20 / 18 / 20 / 25
Class namesGun Crusher → Gun Breaker → Master Gun Breaker
Set partyGun Crusher + Rune Wizard + Grow Lancer

Skills

Dark Plasma, Ice Break and Death Fire in action
SkillElementBought fromWhat it does
Dark PlasmaNoneMarce, ElbelandPlants a plasma field on a target or a spot. It does not move, and damages everything around it every 0.5 seconds for 5 seconds.
Ice BreakWaterMarce, ElbelandRaises ice in front of the character for one hit, then the shards shatter for a second hit.
Death FireFireMarce, ElbelandSustained rapid fire in a fan in front of the character, at very high attack speed.
Ice BlastWaterJames (Ruud shop), ElbelandHits the whole area around the character; ice erupts wherever the shots land.
Bursting FlareFireJames (Ruud shop), ElbelandA heavy shot at one target plus a shockwave around the character. A target caught by both takes extra damage.
Death IceWaterAdded with its own master-tree options. Requires Energy 100.
Ice Blast and Bursting Flare
The Fixed Fire buff aura
Fixed Fire — bought from Marse in Elbeland (36, 218), requires Energy 300.

Fixed Fire arrived later in the season as the class's own buff. It rebalances how stats convert into abilities: a little defence is given up in exchange for attack speed and wizardry damage. Right-click the buff icon to drop it. Its two master options are Fixed Fire Strengthener (1/20) for wizardry damage and Fixed Fire Mastery (1/10) for attack speed.

Gun Crusher trees and gear

The Gun Crusher master skill tree

The master tree carries Strengthener, Proficiency and Mastery nodes for the class skills. Ice Break and Death Fire gain skill attack power and +1 tile of damage range (Death Fire also +10 attack speed), Dark Plasma gains targets, duration and range, and two Magic Gun nodes raise wizardry damage and double damage chance while a magic gun is equipped.

The three Gun Crusher skill enhancement branches
After the 4th class change, Dark Plasma, Ice Blast and Bursting Flare each get their own branch.

Each branch runs the standard seven nodes — skill attack power, damage count +1, additional damage rate, target +1, range +1, skill damage and weapon attack power — plus the debuff pair. Dark Plasma carries deadly poison and freeze; Ice Blast and Bursting Flare carry the same two in the other order.

Magic guns

The Entro, Prear and Archangel's Absolute magic guns
Magic gunLevelAttack powerWizardryRequirements
Entro Magic Gun75–8620%Str 20
Prear Magic Gun116–11837%Str 307 / Agi 194 / Ene 455
Archangel's Absolute Magic Gun223–23565%Str 129 / Agi 54 / Ene 219
Baiwen Magic Gun (socket)380127–13152%Str 321 / Agi 196 / Ene 545
Cannon Magic Gun (socket)400139–14158%Str 328 / Agi 207 / Ene 592
Blood Angel Magic Gun400191–19774%Str 340 / Agi 287 / Ene 825
Dark Angel Magic Gun600224–23083%Str 347 / Agi 291 / Ene 834
Holy Angel Magic Gun800238–25193%Str 352 / Agi 296 / Ene 848
Soul Magic Gun900260–273103%Str 357 / Agi 303 / Ene 866
Blue Eye Magic Gun1000282–296113%Str 369 / Agi 313 / Ene 844
Silver Heart Magic Gun1100304–318122%Str 379 / Agi 322 / Ene 852
The socket and mastery magic gun tiers

Every magic gun takes the Jewel of Life option additional wizardry damage +4 / +8 / +12 / +16, and the mastery tiers carry the usual Excellent block with wizardry damage per 20 levels rising 1.5 → 1.6 → 1.8 → 2.0 → 2.2 → 2.4 up the ladder.

Armour and wings

The Prear set, the Gun Crusher's first full armour set
The Blood Angel Gun Crusher set
SetLevelDefence (helm / armour / pants / gloves / boots)
Prear54 / 55 / 53 / 51 / 49
Titan Gunner (socket)38079 / 84 / 82 / 77 / 74
Stormwing Gunner (socket)40087 / 92 / 90 / 85 / 82
Blood Angel Gun Crusher400124 / 125 / 122 / — / 118
Dark Angel Gun Crusher600135 / 136 / 134 / — / 130
Holy Angel Gun Crusher800189 / 191 / 188 / — / 184
Soul Gun Crusher900239 / 240 / 238 / — / 234
Blue Eye Gun Crusher1000289 / 290 / 287 / — / 283
Silver Heart Gun Crusher1100338 / 339 / 337 / — / 333
Manticore Gun Crusher1200382 / 388 / 384 / — / 380

The mastery sets are four-piece (helm, armour, pants, boots) and all share the same requirements: Str 293–335, Agi 240–282, Ene 762–818. Set bonuses climb steadily — the Holy Angel four-set gives ignore defence 9%, all stats +20 and base defence +60, while the Manticore four-set converts to mastery options plus triple damage 8%.

The Gun Crusher's third and fourth wings
WingsRequirementDefenceDamage increaseDamage absorb
Wings of Accuracy3rd class change6039%39%
Wings of Bloodshed4th class change, level 800140 (wizardry 100)55%43%

Silver Heart — the 6th mastery weapons

All thirteen Silver Heart 6th mastery weapons

The 6th mastery weapon is the Silver Heart, forged 100% at the Chaos Goblin from a Blue Eye weapon enhanced to +11 with 16 options. The weapon type, Luck and the Excellent options carry over.

The Silver Heart Anvil and Manticore's Soul
UpgradeBase itemMaterialJewelsRate
Blue Eye weapon → Silver Heart+11 / 16 option Blue Eye Excellent weaponSilver Heart Anvil — 100,000 Ruud from James in ElbelandBless ×30, Soul ×30, Chaos ×1, Creation ×1100%
Silver Heart armour → Roaring Manticore+11 / 16 option Silver Heart set armourManticore's Soul — 50,000 Ruud from JamesBless ×30, Soul ×30, Chaos ×1, Creation ×1100%

Every Silver Heart weapon needs level 1,100 and shares one Excellent block: excellent damage rate +10%, attack or magic speed +7, life and mana of (stat/8) per kill, attack, wizardry or curse power +2.4 per 20 levels and +68 flat.

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

The shield keeps the Faith Knight option — damage taken on a party member's behalf is reduced by shield defence × 0.1 — and rolls base defence +2.4 per 20 levels, reflect 5%, defence success rate +10%, max life and mana +264 and damage decrease 72.

One balance change came with the tier: the Blue Eye Scepter's pet attack power rose from 88% to 96%.

Roaring Manticore — the 7th mastery armour

Roaring Manticore armour pieces for four of the classes
The Roaring Manticore set — worn at level 1,200, with defence in the 360–415 range.

The 7th mastery set is Roaring Manticore, upgraded 100% from +11 / 16 option Silver Heart armour with a Manticore's Soul. The wearing class, equipment slot, Luck and the all-stats option are all kept. It needs level 1,200.

ClassPiecesDefence
Dragon Knight (strength)Helm, armour, pants, boots391 / 414 / 404 / 390
Dragon Knight (Faith, energy)Helm, armour, pants, boots410 / 433 / 423 / 409
Soul WizardHelm, armour, pants, gloves369 / 379 / 376 / 364
Noble Elf (attack)Helm, armour, pants, gloves386 / 392 / 388 / 377
Noble Elf (support)Helm, armour, pants, gloves303 / 310 / 304 / 292
Magic Knight (strength)Armour, pants, gloves, boots413 / 389 / 382 / 388
Magic Knight (energy)Armour, pants, gloves, boots409 / 384 / 379 / 383
Empire LordHelm, armour, pants, gloves367 / 389 / 376 / 364
Dimension SummonerHelm, armour, pants, gloves372 / 384 / 376 / 363
Fist BlazerHelm, armour, pants, boots365 / 394 / 383 / 372
Shining LancerHelm, armour, pants, gloves361 / 374 / 369 / 362
Majestic Rune WizardHelm, armour, pants, gloves376 / 384 / 381 / 371
SlaughtererHelm, armour, pants, gloves395 / 408 / 401 / 376
Set bonusEffect
2 setMastery skill attack power, mastery main stat
3 setDouble damage rate +18%, mastery attack power or wizardry
4 setMastery critical damage, mastery excellent damage, ignore enemy defence +9%, mastery all stats, mastery base defence, critical damage rate +20%, excellent damage rate +20%, triple damage +8%, mastery max life, mastery damage decrease

Two classes break the pattern. The Faith Knight variant swaps the damage lines for critical and excellent damage rate +35% each and Solid Protection party attack power +230. The support Elf trades them for defence improvement +55%, attack improvement +55%, +47% defence with a shield equipped, defence +280 and max life +570.

Mastery Chaos Combination Charms

A bound charm arrived for every mastery tier. It costs 5% off the combination rate but stops the item being destroyed on a failed +10 to +15 enhancement. It cannot be stacked with the normal Chaos Combination Charm. Fragments drop from monsters and 5 fragments make one charm:

CharmTierFragments drop in
Blood Angel1stFeria
Dark Angel2ndLake of Nixies
Holy Angel3rdSwamp of Darkness
Soul4thKubera Mine
Blue Eye5thScorched Canyon
Silver Heart6thArnil Temple

The fragments carry a weekly drop cap that resets each week.

Arnil Temple

The ruined Arnil Temple seen from above
Arnil Temple — the wrecked shrine of the blood-drinking god who became Lemuria.

Arnil Temple served Arnil, the blood-drinking god, in the ancient empire. The priests who built it were demons wearing human faces: they gathered half the continent for a great assembly, revealed themselves, and slaughtered everyone present as a sacrifice to wake their god. Arnil rose, became Lemuria, and it was Lemuria who resurrected the sealed Secneum — Kundun. The temple was destroyed, and what remained of Kundun's servants have held it as a stronghold ever since.

SettingValue
How to get thereMove command window for 50,000 zen, or on foot from Elbeland (209, 135)
Entry level1,100
Penalty-free level1,130
Main dropExcellent Manticore armour
Area gates(123, 13) and (124, 190)
The three Arnil Temple monsters
MonsterLevelBehaviour
Temple Ogre520Melee
Temple Gremlin525Ranged area attacks — absorbs 100 mana per hit
Temple Gargoyle530Melee
The elite versions of the three temple monsters

The elite zones sit at fire (34, 187), water (46, 133), earth (162, 81), wind (135, 220) and dark (35, 69), each marked by an elite zone flag. Every elite monster is level 530 and lands its elemental debuff pair with a 100% chance on every hit — which is what makes a Guardian's elite resistance option worth rolling for.

Elite elementDebuffs applied to you
FireBleeding, attack power decrease
WaterDeadly poison, attack power decrease
EarthBleeding, attack speed decrease
WindDeadly poison, defence decrease
DarkBleeding, defence decrease

Elite monsters drop the Elite Option Change Fragment, the Sealed Armour Fragment, the Golden Emblem, the Elite Guardian Enhancement Stone and — new this season — the Jewel of Harmony. Fifty Sealed Armour Fragments build one Scratched Blood Angel Armour at the Noria Chaos Goblin:

StepMaterialsResult
Craft the plate50 Sealed Armour Fragments + Bless ×5, Soul ×5, Creation ×1, Chaos ×1Scratched Blood Angel Armour
Restore itScratched Blood Angel Armour + Bless ×10, Soul ×10, Creation ×1, Chaos ×1A +13 Blood Angel armour piece, random class — no Soul of Blood Angel needed

Ashen Aida

The bleached forest of Ashen Aida
Ashen Aida — where the dark magic left in Aida drained the colour from the ground itself.

Deep inside Aida the researchers found a place where the forbidden magic never faded. It bleached the soil, the plants and the animals to black and white, and the heroes of MU went in to burn the dark magic out.

SettingValue
How to get thereMove command window for 50,000 zen, or on foot from Aida (120, 113)
Entry level1,130
Penalty-free level1,160
Main dropsExcellent Manticore armour, Excellent socket necklaces
The main hunting spots and the five elite zones of Ashen Aida
The four Ashen Aida monsters
MonsterLevelBehaviour
Ashen Death Tree550Melee
Ashen Forest Orc555Melee
Ashen Death Rider555Melee
Ashen Witch Queen560Ranged area attacks — absorbs 150 mana per hit
The two Ashen Aida elite monsters

The elite zones are at fire (20, 59), water (47, 108), earth (168, 169), wind (97, 161) and dark (226, 130), holding the (Elite) Ashen Golem and (Elite) Ashen Bloody Witch Queen, both level 560. The drop table matches Arnil Temple and adds Garuda's Flame in the 16-2 update — a second 4th-wing crafting material alongside the Golden Crest.

The Fierce Lion — 3rd Guardian

The Fierce Lion Guardian and its rare colourway
The Fierce Lion, worn at level 1,000, with a rarer recoloured version.

The third Guardian is the Fierce Lion, an inventory-equipped mount at level 1,000. A Fierce Lion (Rare) with identical stats and a different colour drops out of the same combination at a low rate.

The Seal of Fierce Lion

It is upgraded from the 2nd Guardian at the Trainer in Lorencia (122, 110) with the Seal of Fierce Lion — 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 GuardianSuccess rate
+15100%
+1490%
+1380%
+1270%
+1160%

Base options are movement speed and attack speed +7, and this season added defence as a base option on the 1st, 2nd and 3rd Guardians alike, scaling with enhancement level. On top it rolls one to three normal options — elemental attack power +120, elemental defence +120, and defence or attack/wizardry/curse power +3 per 20 levels up to level 1,100 — plus exactly one of the five elite resistance sets (fire, water, earth, wind or dark), which is what blunts the elite-zone debuffs. A successful upgrade rerolls the normal options and always rerolls the elite resistance.

The Earring of Blood Vigour

The left and right Earring of Blood Vigour with their crafting mould

The 4th mastery earring is the Earring of Blood Vigour, upgraded from an +11 to +15 3rd mastery earring with the Blood Vigour Crafting Mould — 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 the options are rerolled (an earring with three options keeps at least two).

Base earringSuccess rate
+15100%
+1490%
+1380%
+1270%
+1160%
Right (level 850)Left (level 800)
Attack / wizardry / curse power238–241198–210
Elemental defence226168
Random options (1–3)Max mana +800, excellent damage rate +7%, critical damage rate +7%, AG recovery +10, attack speed +7Max life +800, skill attack power +23, mastery attack power or wizardry +74, mastery excellent damage +125, mastery critical damage +125

Wearing both sides gives the season mastery bonus: ignore enemy defence +4%, all stats +7, and the new mastery damage +60, which adds flat damage on every hit and grows with the earring's enhancement level. The ladder now runs Earring of Wrath → Ancestors → Honour → Blood Vigour.

The elemental system rebuilt

Season 16 took the pentagram system apart and put it back together. The headline change: a pentagram of any element now accepts errtels of every element, and the elemental engraving restriction on individual skills is gone — an engraved skill keeps its weighting no matter which pentagram you wear.

Percentage options became flat values, so you can read what a line is actually worth:

BeforeAfter
Elemental attack success rate +%Elemental attack success rate + value
Elemental defence success rate +%Elemental defence success rate + value
Elemental attack advantage +%Attack power against that element + value
Elemental defence advantage +%Defence against that element + value

Stat points now feed elemental attack and defence properly — including stat points granted by items and master-tree options, which previously did nothing for elemental abilities — and the character window shows the against-element numbers as values instead of percentages.

Opposing-element options

Every pentagram now generates an opposing-element attack and defence option by default, which grows as the pentagram is enhanced:

PentagramGains attack and defence against
FireDark
WaterFire
EarthWater
WindEarth
DarkWind

Mastery pentagrams and errtels

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

Mastery errtels drop the rank system entirely: rank 1 to rank 3 options are all inherited but the rank condition disappears, and a single option level raises every option the errtel holds at once. Mastery errtels also carry set effects:

SetOf Fighting SpiritOf Passion
2 setElemental attack power increaseElemental defence increase
4 setExtreme-advantage attack power +60Extreme-advantage defence +45
4 setElemental damage +100Elemental base defence +20

All of the new combinations run through NPC Adniel in Elbeland (37, 215):

CombinationMaterialsRate
Mastery pentagram upgrade+11 or higher intermediate/advanced pentagram, Pentagram Emblem, Bless ×30, Soul ×30, Creation ×10, 100,000,000 zen — all errtels must be unmounted+11 80% · +12 85% · +13 90% · +14 95% · +15 100% (failure destroys it)
Mastery errtel upgradeRank 1 level 7–10, or any rank 2 or 3 errtel, plus Errtel Emblem, Bless ×30, Soul ×30, Creation ×10, 25,000,000 zenRank 1: +7 70%, +8 80%, +9 90%, +10 100% · Rank 2: +0 85%, +1 90%, +2 95%, +3 and up 100% · Rank 3: 100%
Elemental option on a pentagramA level 3 or higher mastery errtel, Creation ×10, 10,000,000 zen100%
Elemental option enhancementElemental Rune + zen, up to level 10Differential — a failure drops the option one level
Elemental option removalZen100%

A mastery pentagram carries as many elemental option slots as it has Anger / Blessing / Divinity slots. Anger and Integrity errtels generate attack options, Blessing and Divinity generate defence options, and you cannot generate one that duplicates the pentagram's opposing-element option or an option it already has.

Jewel of Harmony renewal

The harmony option granting window
Granting, removal and refining-stone crafting all moved to Osbourne and Jerridon in Aida.

The Jewel of Harmony was rebuilt from scratch. It no longer works on normal items; instead it works on +9 or higher Excellent, socket and set weapons and armour, and items carrying harmony options can now be traded.

BeforeAfter
Usable on+0 normal and Excellent gear+9 Excellent, socket and set gear
TradingBlockedAllowed
Option valueFixed by the item's enhancement levelSame regardless of enhancement level
Options granted1 at random, with a failure chance1 to 3 at random, no failure chance

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

Values roll inside a range, and the colour tells you which band you hit:

BandColourExample
LowerWhiteStrength +10
IntermediateWhiteStrength +15
HigherSky blueStrength +20
HighestPinkStrength +30

Granting costs 100,000 zen. The window shows the rolled options and the maximum each could reach, and nothing is written to the item until you press Confirm option — so you can look before you commit.

Removing harmony options
Options on the itemZen to remove
1200,000
2400,000
3800,000
Crafting a refining stone

Refining stones changed job completely. They no longer raise option values — they grant a harmony bonus option, and only on an item whose three harmony options all rolled higher or above. A lower refining stone succeeds 10% of the time, a higher one 50%, the bonus steps up a stage on each success, and a failure wipes it:

StageBonus option
1Required strength / agility −10
2−20
3−30
4−40
5−50

Stones themselves are now crafted rather than found: a +4 or higher normal item makes a lower stone, an Excellent one makes a higher stone, at a fee of 150,000 zen — and the item is destroyed if it fails. Rough jewels refine at 50,000 zen each. The Jewel of Harmony itself now drops in the elite zones as well as the Kanturu Maya zone, with a weekly cap.

Watch the small print: upgrading a piece of mastery armour resets its harmony options, set items with harmony options cannot be dismantled, and an outlaw who dies and drops such an item loses the options entirely.

Magic Gladiator renewal

The Magic Gladiator split into three playable builds, each opened by a charge buff that stays on until you die or log out.

BuildBuffRequirementEffect
Two-handed swordSpiral ChargeStrength 900Attack power and defence from Strength. Chaos Blade and Fire Blood reach 6, and every third cast explodes a sword aura around you.
Dual one-handedCrasher ChargeStrength 900Attack speed and defence from Agility. Chaos Blade and Ice Blood reach 5, with the same every-third-cast explosion.
Dual staff (wizard)Elemental ChargeEnergy 1,073Wizardry damage and defence from Energy. Havoc Spear reaches 7, and every third cast sets off a nova.

All three are bought from Tavern Madam Liamon. The wizard build is the interesting one: equip a staff in both hands and part of the off-hand staff's wizardry damage is added to the character.

Chaos Blade, Fire Blood and Ice Blood
Havoc Spear and the reworked Gigantic Storm
SkillCostRangeWhat it does
Chaos BladeMP 19 / AG 143A giant black sword aura wrapped in blue light, in a wide arc in front of you. Shared by both knight builds.
Fire Blood3Two-handed only — a burning aura across a wide area.
Ice Blood3One-handed only — a frozen aura in a straight line.
Havoc SpearMP 92 / AG 206Lightning spears erupt around the character and hit many enemies at once.
Gigantic StormDamage count raised from 1 to 2.

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

The reworked Magic Gladiator master skill tree

The Flame Strike, Ice Strengthener and Inferno Strengthener trees were removed, Blood Attack and Gigantic Storm nodes moved, and Weapon Mastery no longer demands 10 points in Twisting Slash Strengthener. Each charge buff gained a Strengthener (bigger explosion or nova) and a Mastery (one extra explosion or nova on the third cast), and Two-Handed Sword and Two-Handed Staff Mastery now push double damage rate to 5%.

On the enhancement tree, Chaos Blade gained a branch carrying bleeding and freeze, Havoc Spear one carrying bleeding and deadly poison.

The six Magic Gladiator two-handed swords
Two-handed swordLevelAttack powerRequirements
Blood Angel Magic Two-Handed Sword400350–379Str 650 / Agi 398 / Ene 139
Dark Angel Magic Two-Handed Sword600410–441Str 686 / Agi 419 / Ene 145
Holy Angel Magic Two-Handed Sword800489–527Str 702 / Agi 432 / Ene 151
Soul Magic Two-Handed Sword900566–609Str 715 / Agi 438 / Ene 155
Blue Eye Magic Two-Handed Sword1000679–729Str 731 / Agi 448 / Ene 156
Silver Heart Magic Two-Handed Sword1100790–840Str 743 / Agi 458 / Ene 164

All six run at attack speed 45 and carry the standard Excellent block, with attack power per 20 levels climbing 1.5 → 2.4 and flat attack power 42 → 68.

Levels, the Labyrinth and quality of life

The cap moved twice again: 1,250 → 1,300 in Part 1 and 1,300 → 1,350 in Part 2. Each came with a season reward box delivered through the Gremory Case, with a 30-day claim window and 14 days of validity once claimed.

The two Season 16 reward muuns
ReachMuunBase ability
Level 1,250Elpis of RefinementSkill attack power +15
Level 1,300Magic Gladiator Muren RexmilonElemental defence +10

Both multiply their base ability 20× for 30 days after you pick them up.

The Dimensional Gate showing the league's element

The Labyrinth of Dimensions now rolls a random element for its monsters at the moment a league starts, and that element holds for the whole four-week league — click the Dimensional Gate to see which one you drew. Difficulty rose with it, so experience rose to match, and the reward boxes were rebuilt: bound Blessing of Light (lower) went from 3 to 5 in the lower and intermediate boxes, the higher box swapped its lower blessings for 2 higher ones, and gained 50 Sealed Armour Fragments, a (Hero) Blood Angel's Soul and 450 Ruud.

Riding a mount inside a town safe zone

Mounts finally work everywhere. You can ride in towns and safe zones, attacking dismounts you automatically and you remount about 3 seconds after combat ends, and the mount's movement speed is kept even while you are on foot — including after a manual Ctrl+Z. Mount skills became character skills gated on having the mount equipped: Earthshake (Dark Horse), Plasma Storm (Fenrir) and Raid Shoot (Dinorant). Spear Thrust was removed, and expired time-limited items can now be dismantled.

The new Bundle button in the inventory

A Bundle button in the inventory merges every stackable item in one click, working from the top left down. And Moss's Boxes were reorganised: the Jewel of Extension and the Gold and Silver Keys came out, and in went three Excellent mastery pieces per box plus ten of each of the eight enhancement elixirs — strength, swiftness, wizardry, life, defence, might, mana and criticals.

Season 16 at a glance
  • New class: the Gun Crusher, MU's first gunner
  • Silver Heart 6th weapons and Roaring Manticore 7th armour
  • Arnil Temple and Ashen Aida, both with elite zones
  • Fierce Lion 3rd Guardian and the Earring of Blood Vigour
  • Mastery pentagrams, mastery errtels and flat elemental values
  • Jewel of Harmony renewal and the Magic Gladiator rework