Combat

How you hit

Click the monster. Hold the button and your character keeps hitting whatever is nearby. That's it — there's no combo to memorise and no timing to land.

Spells and skills sit on the hotkey bar. Pick one and it becomes what comes out when you attack. Magic spends mana; a plain attack costs nothing.

In MU you don't stand around waiting: the whole game is choosing where to hunt. Hitting a monster at the right level pays; hitting one that's too weak pays almost nothing.

Potions are consumables, and you'll use a lot of them

The red potion fills life, the blue one fills mana. Put them on the hotkeys and buy in bulk.

Where to buy, in the three starting towns:

Town NPC Where
Lorencia Potion Girl Amy 127, 86
Lorencia Lumen the Barmaid 123, 135
Devias Wizard Izabel 225, 41
Elbeland Silvia 44, 229

The shield (SD) doesn't do what it looks like

Every character — all six classes, no exception — has a third bar, the SD. And here are the two things almost every guide gets wrong:

Against a monster the SD does nothing. Damage goes straight to life
Against another player the SD absorbs 90% of the hit before life
Where it refills on its own only inside a town's safe zone

In other words: the SD is a PvP bar. While hunting it sits there and doesn't protect you. Running from a monster for a few seconds does not recharge any shield — that only happens when you go back to town.

To fill the SD outside town you use the SD potion, and it's cheap: 2, 4 and 6 zen depending on the size. It's sold by the same NPCs in the table above — it does not come out of the Chaos Machine.

The size of your SD grows with your stats, your level and half your defense. Dying refills it.

Dying is cheap

You die, wait five seconds, and respawn with full life, mana and shield at that map's return point. Each map has its own: in Lost Tower and Atlans you go back to the entrance of the map itself; in the Kalimas, to Lorencia.

You lose nothing: not experience, not items, not zen. The real cost of dying is the time it takes to walk back to where you were.

That's why it's worth risking a new map. The worst that happens is a walk.

Nobody steals your items by killing you

This is the question that scares people coming from other games the most: they can't. Item drop on death is switched off on this server. You can be killed as many times as you like and never lose what you're wearing.

PvP: the price of killing another player

Outside towns, players can attack players. It isn't the default — you have to aim on purpose.

Whoever kills accumulates punishment, and the punishment is per kill:

Kills you caused What you become What happens
1 Caution 3 hours of punishment. Guards still don't attack
2 Murderer 3 more hours — and now the guards attack
3 or more Murderer again 3 more hours per kill

That's three hours per head, added up. Killing four people is half a day of punishment, not three hours.

What you lose while you're marked:

From What locks
1 kill Blood Castle and Devil Square refuse you entry
2 kills town guards attack you
2 kills /move and the travel NPC stop working — you walk
2 kills you can't transfer guild leadership

Shops and trading stay open. Here the punishment is on movement, not on commerce: you buy, sell and trade normally — you just don't travel and don't walk past a guard.

Killing someone who is already a murderer gives you no punishment at all — on the contrary, it clears part of yours.

To clear the rest early, use /pk:

No VIP Silver Gold Diamond
10,000 5,000 2,500 free

If you don't want PvP

You don't have to do anything: PvP isn't the default. Nobody attacks you by accident, and whoever does pays dearly for it — three hours of punishment per kill, the guards on top of them and travel locked.

And even if they do attack, you lose no items. The worst that happens is the walk back.

Where there is no PvP

Inside a town's safe zone nobody attacks anybody. It's also the only place where your SD refills on its own, so town is a mandatory stop between one hunt and the next.