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Your first hour

From level 1 to 50 with no filler: where to hit, when to change maps and what not to do with your points.

Updated on August 10, 2026

The start of MU is short and mechanical: you hit monsters, you level up, you spend points and you change maps once the monsters stop being a problem. What holds a beginner back is almost never difficulty, it is spending points on the wrong stat and staying on a weak map for too long. This route fixes both.

  • 14,580experience to level 10
  • 1,392,580experience to level 50
  • 5points per level (7 on MG, DL and RF)
  • 5characters per account

Creating the character

On a new account you can create four of the seven lineages. The other three require the account to already have a character at a certain level, exactly like the original MU.

LineageLevel required on the accountStarts in
Dark KnightnoneLorencia
Dark WizardnoneLorencia
Fairy ElfnoneNoria
SummonernoneElvenland
Rage Fighter150Lorencia
Magic Gladiator220Lorencia
Dark Lord250Lorencia

Every class is born with at least one attack skill: Crescent Moon Slash on the Dark Knight, Energy Ball on the Dark Wizard, Starfall on the Fairy Elf, Lance on the Summoner, Charge on the Rage Fighter, Mana Rays and Spiral Slash on the Magic Gladiator, Fire Blast and Force on the Dark Lord. Put it on a bar slot right away.

The route, level by level

  1. 1 to 15
    The fields around your city

    In Lorencia the monsters run from Spider (level 2) to Skeleton Warrior (19), spread across the four corners of the map. In Noria the ladder is similar, from Goblin (3) to Stone Golem (18). In Elvenland you start on Strange Rabbit (4). There is no need to leave your starting city in this range.

  2. 15 to 25
    Climb the ladder of your own map

    Still on the same map, keep switching targets as they start dying too fast: Hound, Elite Bull Fighter, Lich, Giant in Lorencia; Hunter, Forest Monster, Agon in Noria; Polluted Butterfly and Hideous Rabbit in Elvenland.

  3. 20
    Devias opens

    The Move window unlocks Devias at level 20, for 2,000 zen. That is where Worm (20), Ice Monster (22), Hommerd (24) and Assassin (26) start. At that same level your first quest with a good reward opens up (below).

  4. 26 to 40
    Elite Yeti and Elvenland

    The Elite Yeti (level 36) is the most numerous monster in Devias and carries this range well. Elvenland has Werewolf (24), Cursed Lich (30) and Totem Golem (36) in a field that is much easier to walk around.

  5. 30
    Dungeon opens

    For 3,000 zen, from level 30 on. It is the first genuinely dangerous place: Larva (25), Cyclops (28), Ghost (32), Skeleton Archer (34) and, deeper in, Hell Hound (38) and Elite Skeleton (42). There are floor traps that deal damage and cannot be killed.

  6. 40 to 50
    Deep Dungeon or deep Elvenland

    Thunder Lich (44), Poison Bull (46) and Dark Knight (48) in the Dungeon; Grizzly (43) and Captain Grizzly (48) in Elvenland. Pick by comfort: the Dungeon pays more and hurts more.

  7. 50
    Lost Tower and the vault expansion

    Lost Tower opens at level 50, for 5,000 zen, and starts on Shadow (47). And the merchant Zyro starts offering the vault expansion.

Two quests worth doing in this range

QuestLevelNPCWhat it asksWhat it gives
The Werewolves' Bane20Lugard, in Elvenland (49, 216) or Devias (233, 66)20 Werewolf, which live in ElvenlandThe Muun pet Kaolin, for free
Warehouse Expansion50Wandering Merchant Zyro, in Lorencia (131, 139)20 Bull Fighter, plus 500,000 zen to accept itA ticket that grows the vault

Besides those two, the Elf Soldier (in Lorencia, Devias, Noria and Elvenland) keeps a chain of repeatable hunting quests, one per level range: 1 to 14, 15 to 25, 26 to 35, 36 to 45, 46 to 55 and so on. They pay experience and send you exactly where it already pays to hit.

Stat points: the rule that saves you from a mess

You get 5 points per level (7 if you are a Magic Gladiator, Dark Lord or Rage Fighter). Here a server law applies that changes everything compared to the MU you know.

ClassWhere your damage comes from
Dark KnightStrength. Energy feeds the combo and the buffs.
Dark WizardEnergy. Strength is only there to meet item requirements.
Fairy ElfAgility. Energy feeds the party buffs.
SummonerEnergy.
Magic GladiatorStrength on the sword, energy on the magic.
Dark LordStrength, plus command (which also drives the raven and Spirit Blast).
Rage FighterVitality in melee, agility on the area skill.

Agility pays defense, attack speed and hit rate on every class, so it is never a wasted point. The safe path in your first hour is: your class damage stat first, enough agility to equip what you find, and vitality only when you are dying.

Potions, death and the practical stuff

  • Register your potions in the slots. Open the inventory, hover over the potion and press CTRL + Q, W, E or R. After that the letter alone drinks it. Trying to register with the inventory closed does not work, and the game says so on screen.
  • Always buy potions in bulk. The Potion Girl is in your starting city. Going back to buy ten at a time is the biggest time sink early on.
  • Outside the city your health does not regenerate on its own. Only inside a safe zone. Mana and shield regenerate anywhere, the shield much faster in a safe zone.
  • Dying costs experience, not items. You do not lose gear when you die.
  • Use the minimap. The TAB key opens the map in a window with the hunting spots marked; clicking a marker makes your character walk there on its own and turn the helper on when it arrives.
  • The MU Helper is there from the start. HOME turns it on and off, Z opens its settings. It attacks, drinks potions, picks up items from the ground and returns to its starting point.

What not to do

Avoid
  • Staying in Lorencia until level 40. A monster that dies in one hit pays little: move up as soon as you are comfortable.
  • Spending zen refining low level gear. Everything you equip in the first 50 levels is trash within a few hours.
  • Hoarding everything. The inventory fills fast and you do not have an expanded vault yet. Sell what you will not use.
  • Spending all your points at once without knowing your build. There is no character reset here, and the stat reset depends on a system that may be switched off.
  • Rushing to a map that asks for total level. Ferea, Nixie's Lake and the Deep Dungeons are not a shortcut: they ask for a total level far above 400.
Do
  • Take the Elf Soldier quests every time you enter a new level range.
  • Leave the MU Helper working while you read the wiki. It is part of the game, not cheating.
  • Swap weapons whenever you find a better one, with no attachment. Early gear is disposable by nature.
  • Go to Devias at 20 and to the Dungeon at 30, even if the old map still feels safe.
  • Read the stats page before you pass level 50, when points start to really matter.

And after 50

From level 50 on the game turns into a sequence of maps with their own requirements, and the route stops being obvious. From there it is worth following the full route page, which covers everything up to level 400.