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Welcome to the Guides & Tutorials!


The different classes

Dark Knight

The Dark Knight, shortened DK, is the most popular character, most likely because of its focus on pure physical combat. Dark Knights have naturally high HP, great weapons, and the best armor. This makes them well-equipped to be the primary attacker in a party, and coupled with the "buff" of an Elf, is a mighty force indeed. Lower level DKs generally apply their stat points as they "level up" to Strength with some stat points applied to Agility. Strength is a very important stat to them because it helps them with their attack and their equipment.

Blade Knight

After completing the game’s first quest, the Dark Knights are promoted to Blade Knights, which have stronger stats and are able to use greater weapons and armor than those of Dark Knights. They can also learn new skills a Dark Knight can't learn, such as Death Stab (which requires level 160)and Rageful Blow (Which requires level 170). Also notice the character's change of hair from black to blond and long sleeves and pants.

Blade Master

Beginning with MU Online Season III, the Blade Knights can evolve to Blade Masters after completing the three-part quest. They can use all the armors and weapons for Dark Knights and Blade Knights. Moreover, there are 3rd Level Wings (Wings of Storm) with special options. blade master also have new sets and weapons...


Dark Wizard

The Dark Wizard specializes in offensive magic and can kill from a distance. Although able to handle some weapons made for Dark Knights, the Dark Wizard's weak armor and slow growth in "strength" makes this impractical. Instead, they wield magical staffs, which increase the offensive power of their spells. A well-developed Dark Wizard can grow to become a Soul Master and cause massive damage with the "Nova" spell, hitting with over 5000 points of damage, far higher than most Dark Knights can achieve. Dark Wizards, however, have the least defensive power available to any of the other classes, which makes physical combat difficult for any level. They are useful in parties, however, being able to hit from a distance with powerful spells. Lower level DWs must make a difficult choice in applying stat points: they have to put their stat points into Energy in order to learn necessary spells as well as at the same time to consider putting some points into Strength to be able to equip higher grade armory.

Soul Master

After completing the game’s first quest, the Dark Wizards are promoted to Soul Masters, who can use mighty and awe inspiring spells, and can equip better armor. Plus, the default character appearance transforms from black to dark blue.

Grand Master

Beginning with MU Online Season III, the Soul Masters can evolve to Grand Masters after completing the three-part quest. They can use all the armors and weapons for Dark Wizards and Soul Masters. Moreover, there are 3rd Level Wings (Wings of Vortex) with special options.


Fairy Elf

Elves specialize in long-ranged combat and defensive magic. Because of the lack of synergy between their fighting and magical skills, they have been developed over time into two separate playing styles, not acknowledged by the game itself but by the players. The "Agility Elf (AE)" focuses her stats on Agility and Strength, in that order. This allows them to use the strongest bows and crossbows, and cause great amounts of damage out of harm's way. Because of their ability to attack far away from an enemy's melee attack, and a much higher defense (evade) rate, Agility Elves are great at fighting by themselves, but are also included in parties for that extra bit of damage. The "Energy Elf (EE)", focuses her attention on the Energy stat, allowing them to use monster summons and three brands of defensive spell: "Heal", "Greater Defense" and "Greater Damage" (the latter two known as "aura" and "buff", respectively, although "buff" may apply to both), but in Asian servers buffs and auras are mostly known as "++" These three spells make them invaluable to a party, allowing the top attacking players to cause more damage and receive less, and allowing lower level characters to resist attacks from strong mobs. Some players combine both styles, naming themselves "Hybrid Elves." They have high Agility in order to equip strong weapons and kill by herself, but also a good Energy stat to make herself useful in parties. Hybrids are not very popular because their buff is never as good as an EE's, and they're not as powerful as an AE. However, many AE's spend some points in Energy to gain extra Mana and AG, and to fully make use of the raised energy, they learn the corresponding buffs if applicable, and tend to be confused as Hybrids.

Muse Elf

After finishing the game’s first quest, the Elves are promoted to Muse Elves, who are stronger and can use more powerful armor and weapons. Generally the more powerful armor and weapons are used by AE's, because EE's focus their stat points towards Energy. Notice the change from a brunette ponytail to long blond hair and a different outfit.

High Elf

Beginning with MU Online Season III, the Muse Elves can evolve to High Elves after completing the three-part quest. They can use all the armors and weapons for Fairy Elves and Muse Elves. Moreover, there are 3rd Level Wings (Wings of Illusion) with special options.


Magic Gladiator

The Magic Gladiator is a combination of DK and DW, and can be unlocked as a new class when your character reaches level 220. He cannot wear a helm, and has three sets of class specific armor (Hurricane, Storm Crow, and Thunder Hawk) though he can also wear the armor of a DK (up to Dragon) or DW (but not those of a BK or SM). The Magic Gladiator can run without the need of +5 boots, and swim faster without the need of +5 gloves. Following the example set by Elves, Magic Gladiators tend to split into two groups, focusing on either magical prowess or physical might. MGs receive 7 stat points per level, as opposed to the 5 gained by three other classes.

Duel Master

Beginning with MU Online Season III, the Magic Gladiators can evolve to Duel Masters after completing the three-part quest. They can use all the armors and weapons for Magic Gladiators. Moreover, there are 3rd Level Wings (Wings of Doom) with special options.


Battle System

Battle System


The MU Online player versus player (PvP) system allows players to settle their own differences. Playing the hunter or the hunted adds flavor to the game.


Through MU Online's advanced PK (Player-Killing) system, players can readily engage each other in combat while in specially assigned servers (non-PK servers are also available for new users and for those who do not wish to participate in the PK system). This prevents rampant kill stealing (where players keep following you and killing your enemies to steal exp and items) and lets players settle disputes among themselves.

  • Press Ctrl + Mouse Click to force attack

It is simple to attack another player. While pressing the CTRL key, click the left mouse button over a character, allowing you to forcibly attack another player.


Self-Defense System If you are attacked by an enemy without provocation, your character's self defense becomes activated. A character whose self defense is activated will not be penalized even though he kills the attacker in self-defense. In the event that an attacker wins a battle, the attacker will be penalized.


Chaos Level This is a built-in retribution system that will punish all players who kill others repeatedly by branding them as killers. These killers in turn will be hunted by other players who wish to become Heroes.

HERO : When you are Hero,your name/color is blue,Rate of item drop is 1%,Exp loss on death is 2% and the hours to become a commoner are 1.

COMMONER : When you are Commoner,your name is Pale Blue,Rate of item drop is 6.25%,Exp loss on death is 4%.

1st STAGE OUTLAW : When you are 1st stage outlaw,your Name / Color is Orange,Rate of item drop is 12.50%,Exp loss on death is 6% and the hours to become a commoner are 3.

2nd STAGE OUTLAW : When you are 2nd stage outlaw,your Name / Color is Red,Rate of item drop is 25%,Exp loss on death is 8% and the hours to become a commoner are 6.

MURDERER : When you are Murderer,your Name / Color is Dark Red,Rate of item drop is 50%,Exp loss on death is 10% and the hours to become a commoner are 9.

  • Reminder: Item drops will happen regardless of PK level.


Murderer and Hero Status Everyone starts out with a Commoner status with the player's name in a pale blue colour. Each Player-Kill (or PK) of a fellow player whose name is in a "blue", "pale blue" or "orange" colour will increase your murderer/killer status. Your 1st player kill will change the colour of your name to "orange". The next player kill you commit while your name is coloured "orange" will change the colour to "red". Then, killing yet another player while your name is coloured "red" will change it to a darker red colour, the 3rd Killer Status. Each player kill you commit after the 3rd killer status will add an additional 3 hours to your time in that status. To shorten your murderer status, you will need to kill monsters. The monster level of each creature you kill while in killer status will subtract an equal number of seconds from your pk timer. If a player with commoner status kills another player with a murderer status in either the 2nd or the 3rd degree, then he/she will gain the Hero status.


Damage Colors

Orange: this is the color of Regular Damage. - This damage depends on how strong our Character is.

Blue: this color shows the Critical Damage. - This can be more higher when our sets, weapons or wing has Luck that give additional 5% critical damage per item and also when you have additional Critical damage buff by a Lord Emperor or Dark Lord.

Green: this color stands for Excellent Damage. - This damage will show if we are wearing an item that has "Excellent Damage 10%" or we can also have this damage through some ancient items.

Purple: presents the Reflect Damage. - We can have this reflect when we are wearing an item that has " Reflect Damage 5%" this shows when someone attacks us, and his damage will reflect to him.

Cyan: this color shows the Ignore Damage. - This Damage shows when we are wearing a Wing that has "Ignore opponent's defensive power by 5%".

Olive: it is the SD Damage. - This shows the damage that will be decrease in our SD.

Red: refers to the Regular Damage to you made by others.- Depends on your defense and how strong the person is attacking you.

Light Green: refers to the - You can see this when you where poison by an MG, WIZ or some monster and when you are decayed by a WIZ.


Maps

LORENCIA


Lorencia is a wide plain located in the center of MU. Dark knights and Dark Sorcerers begin their careers here. Due to heavy rainfall tall trees and grasses abound. It is a suitable hunting place for low level (1-20) adventurers.


Level Limit : Dark Knights and Dark Wizards were born in this place. If a fairy elf wants to go to Lorencia, she needs to be over level 10.

Features : This is the place that Dark Knights and Dark Wizards start an adventure.

Monsters : Spider, Budge Dragon, Lich, Bull Fighter, Giant, Hound, Elite Bull Fighter, Skeleton Warrior.


NORIA


Noria, the home world of the Fairy kingdom, is a huge woods located in the easternmost of the MU Continent. Originally, Noria was once populated only by the Fairies, but after Kundun's invasion of MU, exchange between humans grew more frequent and human settlement in the region became more pronounced. Fairy characters all begin their careers within Noria. The region's location may seem trivial but as the access point for the East Sea and the underwater city of Atlans it plays a significant role. The Chaos Goblin that creates Chaos items and Wings through the unique Chaos System also resides here.


Level Limit : The land of Fairies. Dark Knights and Dark Wizards should be at least level 10 to move freely within Noria.

Features : The start point for Fairy characters. The Chaos Goblin is located in this place.

Monsters : Chain Scorpion, Goblin, Stone Golem, Agon, Forest Monster, Elite Goblin, Hunter, Beetle Monster.


DEVIAS


Devias is a snowfield located at the north of Lorencia and it covered with perpetual snow. Monsters here are more powerful than those in Lorencia or Noria so only adventurers over leve 15 can enter Devias. The guild master who creates and manages guilds is also located in Devias." should be changed to "Devias is a snowfield located at the north of Lorencia and it is covered with perpetual snow. Monsters here are more powerful than those in Lorencia or Noria so only adventurers over level 15 can enter Devias. The guild master who creates and manages guilds is also located in Devias.


Level Limit : minimum level of 15 is required to enter.

Features : A snowfield where strong monsters reside. The Guild master who manages guilds is located here.

Monsters : Yeti, Elite Yeti, Ice Queen, Assassin, Ice Monster, Worm, Hommerd.


DUNGEON


The Dungeon is a formidable cave located to the north of Lorencia. With a total 3 levels, The Dungeon is home to the Gorgon, a frightening beast that lays in wait on the lowest level. Many a brave adventurers has entered the Dungeon but few have returned to tell of their tale. Due to the lure of untold treasures within these caverns, but beware, Hell is but a stones throw away from the horrors that reside here." should be changed to "The Dungeon is a formidable cave located to the northeast of Lorencia. With a total of 3 levels, the Dungeon is home to the Gorgon, a frightening beast that lays in wait on the lowest level. Due to the lure of untold treasures within these caverns, many a brave adventurers have entered the Dungeon but few have returned to tell of their tale. If you are brave then venture forth but beware, Hell is but a stones throw away from the horrors that reside there.



Level Limit : A minimum level of 20 for the first floor, 40 for the second floor and 50 for the third floor are the requirements for movement.

Features : Complicated three-story cave. Strong monsters live here.

Monsters : Ghost, Dark Knight, Cyclops, Larva, Skeleton Archer, Elite Skeleton Warrior , Skeleton Warrior, Thunder Lich, Hell Spider, Hell Hound, Poison Bull, Gorgon


ATLANS


The once beautiful Ocean of Atlans, became inhabited by one of Kundun's Strongest Monsters, the Hydra. The Hydra then summoned several sea monsters to guard the pathway to Tarkan. Atlans is on the southern part of Noria and is not for the weak. The Treasures of Atlans is guarded by the Hydra for a reason.


Level Limit : Character level 60 and above may walk to Atlans but must be 70 and above to warp there. Characters with level 5 Gloves and above may utilize a faster swimming speed as they race through Atlans.

Features : Strong adventurers may challenge the Hydra and his army of sea monsters. Though not all will survive, those who do are astounding.

Monsters : Bahamut, Vepar, Valkyrie, Great Bahamut, Silver Valkyrie, Lizard King and Hydra.


LOST TOWER


The Lost Tower is a huge tower located to the north of the MU continent. The Lost Tower had once been used as a shrine, but after the plunder of Kundun, it has become an utter wasteland. Kundun has assigned various forms of dreadful monsters to each floor of this tower. Balrog, a foul beast located on the top floor that flourishes a scythe waiting for its prey. There are few warriors in the land of MU who can compete with him. in the land of MU who can compete with him.

Level Limit : Characters level 80 and above may move to the Lost Tower but must be level 90 and above to warp there. A level over 80 is required for the second floor, 90 for the third floor, 90 for the fourth floor, 100 for the 5th floor, 100 for the 6th floor and 110 for the 7th floor.

Features : Highest degree of difficulty, best items and treasures, prime hunting spot for exceptionally strong adventurers. Levels 90 can warp to Lost Tower.

Monsters : Devil, Death Cow, Death Gorgon, Shadow, Poison Shadow, Balrog, Cursed Wizard, Death Knight.


TARKAN


The Desert of MU, Tarkan holds host to some of the strongest monsters. Only few stray to Tarkan to seek the treasures guarded by the Zaikan and the Death Beam Knight. The remains of many warriors who dared travel to Tarkan can still be seen lying in the desert.

Level Limit : Characters of level 130 and above may reach the desert of Tarkan. Characters with level 140 and above may warp directly to the deserts of Tarkan.

Features : Tarkan holds many great treasures gaurded by Zaikan and the Death Beam Knight.

Monsters : Mutant, Bloody Wolf, Iron Wheel, Tantalos, Beam Knight, Zaikan, Death Beam Knight.


ICARUS


The path in the sky, Icarus is one of the toughest maps and only the highest levels can survive there. Either wings or a flying mount is required to enter this map. Guarded by the Dark Phoenix, only the strongest teams stand a chance of reaching the end.


Level Limit : Characters of level 170 can warp while riding a flying mount or with wings, or walk in at 160 with a flying mount.

Features : Great treasures await those who are able to defeat the guardians of the sky.

Monsters : Alquamos, Mega Crust, Queen Ranier, Drakan, Alpha Crust, phantom Knight, Great Drakan, Phoenix of Darkness.


KALIMA


The world that Lord Kundun has been banished to houses his most loyal minions. Not just anyone can enter Kalima champions of MU must first find the Lost Map which can be made from finding 5 pieces of the Lords Mark. There are 6 gateways to Kalima and Champions are only allowed to enter the levels in which they are allotted. Only in Kalima 6 will Champions find the true Lord Kundun himself.


Level Limit : Kalima is broken into 6 levels of entry based on your characters level. But anyone above level 15 may enter their respected Kalima.

Features : Kalima houses items not yet seen to the Continent of MU; also in Kalima 6 Lord Kundun himself awaits your arrival.

Monsters : Aegis, Lord Centurion, Blood Soldier, Death Angel, Necron, Death Centurion, Schriker, Illusion of Kundun.