Related Links: [Item Types] - [Stat Points] - [Player vs. Player] - [Pentagrams] & [Errtel]
Jump to: [Skills], [Spells], & [Buffs] - [Passive Effects], [Character Bonuses], Formulas, & Calculations - [EXP Formula] & [EXP Bonuses]
Combat can be easy to learn in [MU Online]. Sometimes, it can get pretty technical, but these guides should be able to help you understand everything going on.

- [Normal Attack]: [Left Click]
- [Skill Attack]: [Right Click]
- [PVP Attack]: [CTRL]+[Click]
- Pick up items: [SPACE BAR]
- Toggle [Item Name Display]: [ALT]
- Toggle [MU Helper]: [Middle Click]
- or [S]+[Left Click]
![[DMG] types](http://muonlinefanz.com/guide/combat/basic/data/graphics/damage-interface.jpg)
- [Normal DMG]: Yellow
- [Critical DMG]: Blue
- [Excellent DMG]: Green
- [True DMG]: Cyan
- [PVP DMG]: Red
Essentially, the whole point of combat is to increase your [Character Level], by obtaining [Experience Points], so you can become the strongest warrior there is! Along with it, comes the ability to find great loot from hunting monsters! Mostly, you'll earn [Experience Points] from hunting monsters, but there are additional methods to earn [Experience Points] as well.
- Obtaining [Experience Points] eventually increases the [Character Level].
- [Experience Points] can be obtained in several ways:
- Killing monsters
- Completing [Quests]
- Participating in [Mini-games]
- Each [Character Level] requires a unique amount of [Experience Points], requiring more at higher levels.
- Each time the [Character Level] is increased, the character will gain certain abilities:
- [Tier 1] [Character Class]: [+5] [Stat Points] per [Character Level]
- [Tier 2] [Character Class]: [+7] [Stat Points] per [Character Level]
- [Tier 3] [Character Class]: [+1] [Master Skill Point] per [Character Level]
- [Tier 4] [Character Class]: [+1] [Enhance Skill Point] per [Character Level]
- As [Character Level] increases, the character will unlock new features:
- Earn additional [Stat Points] or [Skill Points]
- The ability equip new items
- The ability to learn new [Skills]
- The ability to create other [Character Classes]
- New [Quests] become available
- [Character Class] evolution
- And much more
- When multiple characters attack the same monster, each character's received [Base EXP] is based on their percentage (%) of damage dealt to the monster's total [HP].
- General [EXP] distribution example:
- [Character A] deals 60,000 damage and [Character B] deals 40,000 damage to a monster with 100,000 [HP]
- [Character A] receives [60%] of their character's calculated [Base EXP]
- [Character B] receives [40%] of their character's calculated [Base EXP].
- [Party Members] share [EXP] according to their [Character Level], based on the [EXP] earned by the [Party Member] with the highest [Character Level].
- [Party] [EXP] distribution example:
- A [Party] of 2 [Level 300] characters, and 1 [Level 400] character create a [Party] together.
- Each character's [Base EXP] will be based on the [Base Exp] of the [Level 400] character.
- The [Base EXP] of the [Level 400] character is then distributed equally as a ratio, based on [Character Level]. (3:3:4)
- Because the [Party] consists of 3 characters, the [Party] earns [+3%] [EXP].
- Therefore, if the [Base EXP] earned by the [Level 400] character is (x1,000) [EXP], then the [Level 400] character gains (x412) [EXP] and the [Level 300] characters gain (x309) [EXP].
Each [Character Class] can go through an evolution to increase its [Character Class] [Tier]. Each [Character Class] [Tier] has restrictions on how high their [Character Level] can become. In order to continue to increase [Character Level], the [Character Class] [Tier] must be upgraded at some point.
- [Tier 1] [Character Class] restriction:
- Max: [Level 400]
- [Tier 2] [Character Class] restriction:
- Max: [Level 400]
- [Tier 3] [Character Class] restriction:
- Max: [Level 800]
- Monster less than [Level 95] will not grant any EXP.
- [Tier 4] [Character Class] restriction:
- Max: [Level 1000]
- Monster less than [Level 160] will not grant any EXP.
- [Level 1000] is the maximum possible [Character Level].
- When the max [Character Level] of each [Character Class] is reached, the character will no longer earn any [Experience Points].
- Each [Character] page outlines the details of [Character Class] evolution and the requirements to upgrade its [Tier].
If your character dies, the following penalties occur.
- Any [Character Level]:
- Item [Drop Rate], if killed by monster: 6%
- Item [Drop Rate], if killed by player: 0%
- [Zen] loss: 4%
- [Level 1] ~ [Level 150]:
- [EXP] loss: 1%
- [Level 151] ~ [Level 220]:
- [EXP] loss: 2%
- [Level 221]+:
- [EXP] loss: 3%
- Notes:
- [Zen] is lost from both [Character Inventory] and [Vault].
There are four [Quick Slots] that can be assigned to consumable items!
![[Quick Slots]](http://muonlinefanz.com/guide/combat/basic/data/graphics/itemhotkey.jpg)
- [Hot-keys]: [Q], [W], [E], [R]
- Consumable:
- [Potions]
- [Town Portal Scroll]
- [Ale]
- [Jack O'lantern] [Buff Items]
- [Cherry Blossom] [Buff Items]
- [Bless of Light]
- Move the items into the specific [Quick Slot] to assign it to that [Hot-key].
- Any character can attack another character by using [CTRL]+[Click].
- When a character attacks another character is it known as [Player vs. Player] combat.
- [Player vs. Player] combat is also known as [PVP].
- [PVP] can only occur on [PVP] realms.
- In [Non-PVP] realms, [PVP] can still take place in certain [Mini-games].
- [PVP DMG] is mostly applied to the [SD] parameter:
- [PVP DMG] is applied as [90%] to [SD], and [10%] to [HP].
- When [SD] is depleted, [100%] [PVP DMG] is applied to [HP].
- [SD] only regenerate in [Safe Zones].
- Any character that initiates [PVP] will be penalized, if the other character is killed.
- See this page for more info: [Player vs. Player].
Each character has their own unique attack style, for the most part. Some characters use physical strength, while others depend of magical forces. Each attack style brings unique game-play to every character!
- There are three basic attack styles:
- Physical: [ATK DMG]
- Wizardry: [WIZ DMG]
- Curse: [Curse DMG]
- [ATK DMG] is combined with [Skill DMG].
- [WIZ DMG] is combined with [WIZ] [Skill DMG], and then multiply by any [WIZ Raise] bonus.
- [Curse DMG] is combined with [Skill] [Curse DMG], and then multiply by any [Curse Raise] bonus.

- [Zen] can be dropped from any monster.
- [Zen] only drops if you gain at least 1 [Experience Point] from killing the monster.
- Any equipment item dropped by a monster can be bound with [Luck Option], randomly.
- Any equipment item dropped by a [Boss Monster] can be bound with [Jewel Of Life Option], randomly.
- Most monsters over [Level 20] can drop [Excellent Items] and [Jewels].
- Some items have a low [Drop Rate], which means that an item has a small chance to drop after killing the monster.
- [Excellent Items] have an extremely low [Drop Rate].
- [Jewels] have an extremely low [Drop Rate].
- [Quest Items] have a low [Drop Rate].
- [Boss Monsters] have a high [Drop Rate] of [Excellent Items].
- Some [Boss Monsters] drop [Ancient Items], at a high [Drop Rate].
- [Raklion] is the only map which monster drop [Socket Items].
- The following items are dropped by all monsters:
- [Safe Zones] are areas which combat cannot be performed.
- [HP] will only regenerate through certain applied [Additional Options], [Passive Skills], or [Premium Items].
The [Skill Menu] displays all character's possible [Skills] and their respective information. There are a few different types of [Skills], each having their own unique requirements.

- [Skill Menu] [Hot-key]: [U]
![[Skill] details](http://muonlinefanz.com/guide/combat/basic/data/graphics/skill-info.png)
- [Range]: The tile distance the [Skill] can be performed from.
- [AG]: character's ability gauge.
There are 10 [Hot-keys] that can be assigned to different [Skills].
![[Skill] [Hot-keys]](http://muonlinefanz.com/guide/combat/basic/data/graphics/skillhotkey.jpg)
- Open the [Skill Menu] to apply a [Skill] to a specific [Hot-key].
- [Hot-keys]: [1] ~ [9], & [0]
- To assign a [Skill] to a [Hot-key], move the [Skill's] icon into the [Quick Slot] in the [Skill Menu].
- Hovering the cursor over a [Skill's] icon, and pressing [CTRL]+[Hot-key], can also assign skills to that relative [Hot-key].
- Most [Skills] are learned from consuming [Skill Items].
- Some [Skills] can only be used when equipping an item with bound [Skill Option].
- There are several types of [Skill Items]:
- [Orbs]
- [Crystals]
- [Scrolls]
- [Parchments]
- [Skills]
- Many low-level [Skill Items] are sold in [NPC] shops.
- Some [Skill Items] can only be obtained by hunting monsters.
[Skills] which have an [Elemental Type] also have a [Skill Imprint Bonus]. When a [Skill] is [Imprinted], the [Skill DMG] will increase according to the [Skill's] [Skill Imprint Bonus]. A [Skill] becomes [Imprinted] when a [Pentagram] item, of the same [Elemental Type] as the [Skill], is equipped.
- [Basic Skills] which have an [Elemental Type] can be [Imprinted].
- [Special Skills] and [Buffs] are [Normal Type], and therefore do not have an [Elemental Type].
- All [Skills] which have an [Elemental Type] also have a [Skill Imprint Bonus].
- A [Skill] becomes [Imprinted] when a [Pentagram] item, of the same [Elemental Type] as the [Skill], is equipped.
- When a [Skill] is [Imprinted], the [Skill DMG] will increase according to the [Skill's] [Skill Imprint Bonus].
- Each [Skill] has a unique [Skill Imprint Bonus].
- [Imprinted] [Skills] will display a small elemental icon in the [Skill Menu].
- Base [Skill Imprint DMG] is displayed under the [Skill Imprint] details, in the [Skill Menu].
- [Skill Imprint DMG] is calculated from the [Pentagram] item that is equipped.
- [Skill Imprint DMG] can be increased from:
- [Pentagram] item with higher [Character Level] requirement.
- Increased [Pentagram] [Item Level]
- Increased [Errtel] [Item Level]
- Increased [Errtel] [Rank Level]
- [Skill Imprint DMG] is multiplied by the [Skill Imprint Bonus] resulting in increased [Skill DMG].
- [Skill Imprint DMG] * [Skill Imprint Bonus] = additional [Skill DMG]
![[Imprint] details](http://muonlinefanz.com/guide/combat/basic/data/graphics/imprint-info.png)
- [Skill Imprint] details
- [+43] [Skill Imprint DMG]
![[Skill] details](http://muonlinefanz.com/guide/combat/basic/data/graphics/skill-info.png)
- [105%] [Skill Imprint Bonus]
- Additional [+45] [Skill DMG]
- [Basic Skills] are skills that can be used anywhere combat is allowed.
- [Special Skills] have specific restrictions where it can be used.
- [Skill] types:
- [Skills] cause [Skill DMG]
- [Spells] cause [WIZ Skill DMG]
- [Curses] cause [Curse Skill DMG]
- [Buffs] apply unique [Buff Options]
- [Debuffs] apply unique [Debuff Options], which effects the target negatively.
- [AG] regenerates every 3 seconds.
- [Skills] displayed in black-and-white haven't been learned yet, or required equipment is lacking.
- To use a [Skill] in [MU Helper], it must be assigned to a [Hot-key].
- [Buffs] can be casted upon the character casting it.
- Most [Skills'] strength can be increased in a unique manner.
- The details of each [Skill] can be found on each character's page:
![[Character Menu]](http://muonlinefanz.com/guide/combat/basic/data/graphics/character-menu.jpg)
- [Character Menu] details
- [Hot-key]: [Shift]+[C]
- [Mana Points] are regenerated automatically.
- [AG] is regenerated automatically.
- [SD] is regenerated automatically, but only in [Safe Zones].
- [Health Points] can be regenerated automatically.
- [Automatic Regeneration Rate]: every 3 seconds
- [Mana Points] [Regeneration] amount:
- [+1] [MP] every [27.5] [Max Mana]
- [AG] [Regeneration] amount:
- [+2] [AG]
- [+1] [AG] every [20] [Max AG]
- [Critical DMG]:
- Max [DMG]
- [Excellent DMG]:
- [Critical DMG] * [110%]
- [+10%] [DEF Rate]
- Equip any complete [Armor Set].
- An [Armor Set] is equipment items with the same base name.
- [Leather], [Silk], [Sphinx], or [Sacred Fire] items are examples of [Armor Sets].
- [+5%] [DEF]
- Equip a complete [Armor Set]
- Each item must be at least [+10] [Item Level]
- [+10%] [DEF]
- Equip a complete [Armor Set]
- Each item must be at least [+11] [Item Level]
- [+15%] [DEF]
- Equip a complete [Armor Set]
- Each item must be at least [+12] [Item Level]
- [+20%] [DEF]
- Equip a complete [Armor Set]
- Each item must be at least [+13] [Item Level]
- [+25%] [DEF]
- Equip a complete [Armor Set]
- Each item must be at least [+14] [Item Level]
- [+30%] [DEF]
- Equip a complete [Armor Set]
- Each item must be at least [+15] [Item Level]
A character with high [DEF Rate] can [Over Rate] a monster's [ATK Rate]. When a character [Over Rates] a monster, the character gains the [Over Rate] [Character Bonus].
- If a character's [DEF Rate] is higher than the target's [ATK Rate], [Over Rate] [Character Bonus] is applied.
- [Character Bonus] details:
- [Absorb] [80%] of total [DMG]
- [97%] [Dodge] chance
All [Tier 4] [Character Classes] may have their [DMG] and [DEF] calculations slightly adjusted, based on the [Monster Level] of the target. This makes it more difficult for a lower level, [Tier 4], character to attack a high level monster.
- If a character's [Character Level] is less than 600 [Character Levels] greater than the target's [Monster Level], The character's [DMG] & [DEF] is adjusted.
- [DMG] & [DEF] adjustment:
- [DMG] dealt to monster [-10%], per [Character Level] difference.
- [DMG] received from monster [+10%], per [Character Level] difference.
- Up to a [70%] [DMG] & [DEF] adjustment is the max possible effect.
- [DMG Counters] affected:
- [Normal DMG]
- [Elemental DMG]
- [Debuff DMG]
- [SD] formula:
- Base [SD]: [Character Level] * ([Character Level] / [30])
- [+1.2] [SD] per [Stat Point].
- [+0.5] [SD] per [DEF] point.
- [Character Level] [Experience Points] formula:
- [Level 1] ~ [Level 400]
- ([Character Level] * [Character Level]) * ([Character Level] + [9]) * [10]
- [Level 1] ~ [Level 400]
- [Health Points] calculation:
- [Base HP] is calculated from [Stat Points] and added to each character's unique [Base Health Points].
- [HP] gained from [Pet Items] is calculated from [Base HP]
- [HP] gained from [Premium Items] is calculated from [Base HP]
- [HP] gained from [Buff] [Skill] is calculated from [Base HP]
- [HP] gained from [Seed Sphere] is calculated from [Base HP]
- [HP] gained from [Excellent Option] is calculated from [Base HP], and cannot be enhanced.
- [HP] gained from [Ancient Set Options] is calculated from [Base HP], and cannot be enhanced.
- [HP] gained from [Ancient Additional Option] cannot be enhanced.
- [HP] gained from [Master Level] [Stat Points] cannot be enhanced.
- [HP] gained from [Master Skill Tree Options] cannot be enhanced.
- [Mana Points] calculation:
- [Base MP] is calculated from [Stat Points] and added to each character's unique [Base Mana Points].
- [MP] gained from [Excellent Option] is calculated from [Base MP]
- [HP] gained from [Premium Items] is calculated from [Base HP]
- [HP] gained from [Seed Sphere] is calculated from [Base HP]
- [HP] gained from [Buff] [Skill] is calculated from [Base HP]
- [HP] gained from [Ancient Set Options] is calculated from [Base HP], and cannot be enhanced.
- [HP] gained from [Ancient Additional Option] cannot be enhanced.
- [HP] gained from [Master Level] [Stat Points] cannot be enhanced.
- [HP] gained from [Master Skill Tree Options] cannot be enhanced.
- [DEF] calculation:
- [Base DEF] is calculated from [Stat Points] and equipped item's [DEF].
- [DEF] gained from [Character Bonus] is calculated from [Base DEF].
- [DEF] gained from [Mount Items] is calculated from [Base DEF], and cannot be enhanced.
- [DEF] gained from [Premium Items] cannot be enhanced.
- [DEF] gained from [Seed Sphere] cannot be enhanced.
- [DEF] gained from [Ancient Set Options] is calculated from [Base DEF], and cannot be enhanced.
- [DEF] gained from [Additional Option] cannot be enhanced.
- [DEF] gained from [Master Skill Tree Options] cannot be enhanced.
- [AG] recovery amount calculation:
- [AG] is calculated from base [Passive Effects].
- [AG] automatically recovered from [Master Skill Tree Options] is calculated from [Max AG] points.
- [Absorb] calculation:
- [Absorb] is only calculated when it is actively bound to the character.
- When multiple [Absorb] options are bound to a character, their percentage offsets (of 100%) are multiplied together to enhance the [Base Absorb] option's offset (of 100%).
- Calculation example:
- [Item A] has [+40%] [Absorb] and [Item B] has [+65%] [Absorb]
- [Item A] has an offset of [60%]
- [Item B] has an offset of [35%]
- [60%] * [35%] = [21%] offset
- [100%] - [21%] = [79%] [Absorb]
- [Total EXP] = [Base EXP] * [Additional EXP] * [Server EXP]
- [Base EXP]: the base amount of [Experience Points] gained from killing a monster, based on [Character Level] and [Monster Level].
- [Additional EXP]: [100%] + [Seal Bonuses] + [Pet Bonus] + [Ring Bonus] + [Accessory Bonus] + [Map Bonus]
- [Server EXP]: [Channel EXP] x [Premium EXP Bonus] x [EXP Event]
![[EXP Menu]](http://muonlinefanz.com/guide/combat/basic/data/graphics/exp_example.jpg)
- Open the EXP window by hovering over the [Experience Bar].
- The easiest way to gain [EXP] is using items and effects which boost [EXP]!
EXP is shared between [Party Members]. It is calculated based on several factors, and you must be nearby [Party Members] in order to share EXP.
- [Party Members] share [EXP] according to their [Character Level], as a ratio.
- The calculation uses the [Base EXP] earned by the [Party Member] with the highest [Character Level].
- A [Party] of 3 characters:
- [Level 300] character
- [Level 300] character
- [Level 400] character
- All character's [Base EXP] will be that of the [Level 400] character's [Base EXP].
- This [Base EXP] is then distributed equally as a ratio, based on [Character Level].
- Therefore, the ratio would be 300:300:400 ; or 3:3:4
- Furthermore, because the [Party] consists of (x3) characters, the [Party] earns [+3%] [EXP] from [Party EXP Bonus].
- Assuming the [Base EXP] earned was (x1,000) [EXP]:
- [Level 400] character gains (x412) [EXP]
- [Level 300] characters gain (x309) [EXP]
[Party EXP Bonus] is gained while a character is in an active [Party]. When more characters are in the [Party], the [EXP] bonus increases!
- The amount [EXP] earn from [Party Bonus] is based on each character's personal [Base EXP].
- [General] [Party Bonus] is gained when any [Character Classes] are in a party together.
- [Character Set] [Party Bonus] is gained when a specific combination of [Character Classes] are in a party together.
- [General] [Party Bonus]:
- (x2) [Party Members]: [Base EXP] [+2%]
- (x3) [Party Members]: [Base EXP] [+3%]
- (x4) [Party Members]: [Base EXP] [+4%]
- (x5) [Party Members]: [Base EXP] [+5%]
- [Character Set] [Party Bonus]:
- (x2) [Character Classes]: [+2%]
- (x3) [Character Classes]: [+5%]
- (x4) [Character Classes]: [+6%]
- (x5) [Character Classes]: [+7%]
[Seals] and [Talismans] combine their [EXP] boost together to maximize [EXP] gained. If none are active, it is [+0%].
- (Master) [Seal of Ascension]: [+50%] EXP
- [+1%] [Premium EXP Bonus]
- (Master) [Seal of Wealth]: [+100%] EXP
- (Premium EXP Bonus: 20%)
- [Seal of Healing]: [+50%] EXP
- [+1%] [Premium EXP Bonus]
- [Talisman of Ascension I]: [+50%] EXP
- [+2%] [Premium EXP Bonus]
- [Talisman of Ascension II]: [+100%] EXP
- [+3%] [Premium EXP Bonus]
- [Talisman of Ascension III]: [+200%] EXP
- [+4%] [Premium EXP Bonus]
- [Blessing of Light] (Low Grade): [+50%] EXP
- [+2%] [Premium EXP Bonus]
- [Tradable] item
- [Duration]: 30 minutes
- [Blessing of Light] (Mid Grade): [+100%] EXP
- [+3%] [Premium EXP Bonus]
- [Tradable] item
- [Duration]: 30 minutes
- [Blessing of Light] (Greater): [+200%] EXP
- [+4%] [Premium EXP Bonus]
- [Tradable] item
- [Duration]: 30 minutes
A couple premium [Pet] items boost [EXP]!
- [Pet Skeleton]: [+30%] EXP
- [+1%] [Premium EXP Bonus]
- [Pet Panda]: [+50%] EXP
- [+1%] [Premium EXP Bonus]
A couple premium [Transformation Ring] items boost [EXP]!
- [Brown Panda Ring]: [+30%] EXP
- [+1%] [Premium EXP Bonus]
- [Pink Panda Ring]: [+50%] EXP
- [+2%] [Premium EXP Bonus]
An [Accessory Bonus] is gained when equipping a premium [Pet] and any [Transformation Ring] item, of which boost [EXP].
- [Pet Panda] or [Pet Skeleton] + [Brown Panda Ring]: [+65%] EXP
- [Pet Panda] or [Pet Skeleton] + [Pink Panda Ring]: [+65%] EXP
- [Pet Panda] or [Pet Skeleton] + [Panda Ring]: [+50%] EXP
- [Pet Panda] or [Pet Skeleton] + [Dark Transformation Ring]: [+50%] EXP
- [Pet Panda] or [Pet Skeleton] + any [Transformation Ring] item: [+30%] EXP
In certain maps, a [Map Bonus] is given to all players.
- [Acheron]: [+15%] EXP
- [Vulcanus]: [+50%] EXP
- [Ferea]:
- (x2) [Party Members]: [+5%] EXP
- (x3) [Party Members]: [+10%] EXP
- (x4) [Party Members]: [+15%] EXP
- (x5) [Party Members]: [+20%] EXP
All servers give at least [100%] [Channel EXP]. However, [Gold Channel Servers] give characters an extra [EXP] bonus!
- All [Servers]: [+100%]
- [Gold Channel Servers]:
- less than [Level 400]: [+333%] EXP
- greater than [Level 400]: [+200%] EXP
Occasionally, there is an [EXP Boost] [Event], which will give all players a [EXP Event] bonus. The value of the bonus varies from each [Event].
- Gained during exclusive [WEBZEN] [EXP Boost Event]
[Premium EXP Bonus] gained from any premium, [EXP] boosting item. The rates are listed under each item on this guide.
- Gained from any premium, [EXP] boosting item.
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