Combat Details
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.
Combat Controls
- [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]
[DMG] Types
- [Normal DMG]: Yellow
- [Critical DMG]: Blue
- [Excellent DMG]: Green
- [True DMG]: Cyan
- [PVP DMG]: Red
[Character Level] & [Experience Points]
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].
[Character Level] & [Character Class] Restrictions
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:
- [Tier 2] [Character Class] restriction:
- [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].
Death Penalty
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]:
- [Level 151] ~ [Level 220]:
- [Level 221]+:
- Notes:
- [Zen] is lost from both [Character Inventory] and [Vault].
Consumable [Quick Slots]
There are four [Quick Slots] that can be assigned to consumable items!
- [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].
[Player vs. Player] Combat (PVP)
- 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].
Attack Styles
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.
Item drops from monsters
- [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:
Additional Info
- [Safe Zones] are areas which combat cannot be performed.
- [HP] will only regenerate through certain applied [Additional Options], [Passive Skills], or [Premium Items].
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[Skills], [Spells], and [Buffs]
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]
- [Range]: The tile distance the [Skill] can be performed from.
- [AG]: character's ability gauge.
[Skill] [Hot-keys]
There are 10 [Hot-keys] that can be assigned to different [Skills].
- 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].
Learning new [Skills]
- 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.
[Skill Imprint]
[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]
- [Skill Imprint] details
- [+43] [Skill Imprint DMG]
- [105%] [Skill Imprint Bonus]
- Additional [+45] [Skill DMG]
Additional Information
- [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:
[Passive Effects], [Character Bonuses], Formulas, & Calculations
- [Character Menu] details
- [Hot-key]: [Shift]+[C]
Base [Passive Effects]
- [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]:
- [Excellent DMG]:
Possible [Character Bonuses]
- [+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]
[Over Rate] [Character Bonus]
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
[Tier 4] [Character Class] [DMG] & [DEF] Adjustment
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]
Formulas & Calculations
- [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]
- [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]
- [MP] gained from [Premium Items] is calculated from [Base MP]
- [MP] gained from [Seed Sphere] is calculated from [Base MP]
- [MP] gained from [Buff] [Skill] is calculated from [Base MP]
- [MP] gained from [Ancient Set Options] is calculated from [Base MP], and cannot be enhanced.
- [MP] gained from [Ancient Additional Option] cannot be enhanced.
- [MP] gained from [Master Level] [Stat Points] cannot be enhanced.
- [MP] 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]
[EXP Formula] & [EXP Bonuses]
[EXP Formula]
- [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]
- Open the EXP window by hovering over the [Experience Bar].
- The easiest way to gain [EXP] is using items and effects which boost [EXP]!
[Seal Bonuses] (Ascension + Wealth + Healing + Talismans)
[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
- [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
[Pet Bonus]
A couple premium [Pet] items boost [EXP]!
- [Pet Skeleton]: [+30%] EXP
- [+1%] [Premium EXP Bonus]
- [Pet Panda]: [+50%] EXP
- [+1%] [Premium EXP Bonus]
[Ring 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]
[Accessory 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
[Map Bonus]
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
[Channel 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
[Exp Event]
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]
[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.
Page updated March 12, 2022 || b2022.12.18.002
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