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Stats

What each point of strength, agility, vitality, energy and command does, class by class, with the exact server formulas.

Updated on August 10, 2026

Zaikan has five stats, but only the Dark Lord uses all five. Each level gives 5 or 7 points to spend, and the return on the same stat changes completely from one class to another: 1000 points of agility are worth 375 damage on an Elf and zero damage on a Dark Knight. This page has the real math, from the server code.

  • 5stats
  • 5 or 7points per level
  • 2,793points by level 400 (7 point classes)
  • no capmaximum value of a stat

The server stat law

This server changed the default MU behavior. The rule was written so that each stat has a clear job and so that nobody has to put points into a stat just because it touches five different things.

ClassStrengthAgilityVitalityEnergyCommand
Dark Knightmain damagespeed, hit rate, defensehealth and shield onlycombo, skill damage, engine of the buffsnone
Dark Wizarditem requirement onlyhit rate, defense, scales Soul Barrierhealth and shield onlyreal damagenone
Fairy Elfitem requirement onlymain damage and defensehealth and shield onlyengine of the buffs and the healingnone
Summoneritem requirement onlyspeed, defense, hit ratereal damage, and the strength of every debuffnonenone
Magic Gladiatormelee damagespeed, hit rate, defensehealth and shield onlymagic damagenone
Dark Lordsignificant damagespeed, hit rate, defensehealth and shield onlya bit of damage and it helps the ravendamage, raven, Spirit Blast and every party buff
Rage Fighterbarely scalesDark Side damage, speedmain melee damage, plus health and shieldDragon Roar damage and engine of the buffsnone

Strength

Strength generates physical damage on four classes and is a requirement on almost every weapon and armor piece on all seven. Even on a wizard who will never swing a sword, some strength is mandatory just to wear the set.

ClassMinimum damageMaximum damageReturn with 1000 points
Dark KnightStrength / 6Strength / 4250 maximum damage
Magic GladiatorStrength / 6Strength / 4250 maximum damage
Dark LordStrength / 7Strength / 5200 maximum damage
Rage FighterStrength / 15Strength / 1283 maximum damage
Dark Wizard, Fairy Elf, Summonergenerates no damagegenerates no damage0

Agility

Agility is the most shared stat in the game: it touches defense, hit rate and attack speed on every class, and on top of that it is the Elf's main damage. Its return varies more between classes than any other stat.

Final defense gained with 1000 points of agility
  • Dark Knight167 defense
  • Summoner167 defense
  • Dark Wizard125 defense
  • Magic Gladiator100 defense
  • Dark Lord71 defense
  • Rage Fighter62 defense
  • Fairy Elf50 defense

The numbers above already include the rule that applies to everyone: final defense is always half the base defense. The defense that comes from gear is added outside of that math.

Attack speed gained with 1000 points of agility
  • Rage Fighter111 points
  • Dark Lord100 points
  • Dark Knight67 points
  • Magic Gladiator67 points
  • Dark Wizard50 points
  • Summoner50 points
  • Fairy Elf20 points
ClassHit rate against monsters
Dark Knight, Dark Wizard, Fairy Elf, Summoner, Magic Gladiator(5 × total level) + (1.5 × agility) + (0.25 × strength)
Dark Lord(5 × level) + (2.5 × agility) + (strength / 6) + (command / 10)
Rage Fighter(3 × level) + (1.25 × agility) + (strength / 6)

Vitality

Vitality is the simplest stat: it gives health and it goes into the shield math. That is all, on six of the seven classes. On the Rage Fighter it is also the damage.

ClassBase healthHealth per levelHealth per vitalityHealth at level 400 with 1000 vitality
Dark Knight35233,835
Magic Gladiator57122,457
Rage Fighter571.322,577
Dark Lord48.51.522,649
Fairy Elf39122,439
Summoner39122,439
Dark Wizard30122,430
The last column is only the health coming from stats and level, not counting gear or buffs.

Energy

Energy is real damage on three classes (Dark Wizard, Summoner and the magic half of the Magic Gladiator) and is the engine of the buffs on almost all the others. It also pays for mana, and on two classes it is the entire Ability Gauge.

ClassDamage per energyMana per energyAG per energy
Dark WizardEnergy/9 up to energy/42.00.2
Magic GladiatorEnergy/9 up to energy/42.00.15
SummonerEnergy/9 up to energy/41.70.15
Dark LordEnergy/14 up to energy/101.50.15
Fairy Elfgenerates no damage1.50.2
Rage Fightergenerates no damage1.31.0
Dark Knightgenerates no damage1.01.0

On the classes where energy gives no damage, it still scales important things: the Elf buffs (Heal, Greater Damage, Greater Defense, Bless), the three Rage Fighter buffs, the Dark Knight's Swell Life and the Wizard's Soul Barrier. All those effects use the energy of whoever casts, at the moment of the cast.

Command

Command exists only on the Dark Lord and is the most complete stat in the game. It starts at 25 and has no cap.

  • Direct damage: command/12 up to command/8, which with 1000 points comes to 125 maximum damage.
  • Scales the four party buffs: Crown Force adds 30 plus command/20 to each stat, Divine Force adds 25 plus command/10 damage, Divine Aura adds 40 plus command/8 defense and Battle Glory adds 5% plus command/20000 damage.
  • Feeds the raven and the Spirit Blast skill.
  • Adds to hit rate (command/10) and to the Ability Gauge (0.3 per point).
  • Raises the maximum guild size by 0.1 per point, on top of the 0.1 per level everyone has.
  • It is a requirement on three skills: Summon asks for 400, Electric Spike asks for 340 and Increase Critical Damage asks for 300.

The two bars almost nobody understands

SD, the shield

SD is the yellow bar. It absorbs 90% of every hit you take: only 10% reaches your health while there is shield left. When SD hits zero, all the damage goes straight to your health. There are effects that pierce the shield entirely, and there are effects that shift that proportion in both directions.

Maximum SD = 1.2 × (strength + agility + vitality + energy) + final defense + (total level² / 30)
The formula is identical on all seven classes.

The level term grows squared, so it dominates late in the game: at total level 1500 it alone is worth 75,000 shield. SD regenerates 1% of the maximum every 3 seconds anywhere, and 2% in a safe zone.

AG, the Ability Gauge

AG is the purple bar and it is the second resource for skills. Many skills charge mana and AG at the same time, and some, like the Dark Lord's Earthshake and Electric Spike, charge AG only. It regenerates 2 flat points every 3 seconds, plus a percentage of the maximum that varies by class (the Dark Knight recovers 5% per tick, the rest around 3%).

ClassAG per energyAG per agilityAG per strengthAG per command
Dark Knight1.00.20.150
Rage Fighter1.00.20.150
Dark Wizard0.20.40.20
Fairy Elf0.20.20.30
Summoner0.150.250.20
Magic Gladiator0.150.250.20
Dark Lord0.150.20.30.3

Where the points come from

SourceHow many pointsNote
Level 1 to 400, 5 point classes1,995more after Gain Hero Status
Level 1 to 400, 7 point classes2,793Magic Gladiator, Dark Lord and Rage Fighter
Find the 'Scroll of Emperor' quest10level 150, DK, DW, FE and SU only
Treasures of MU quest10level 150, DK, DW, FE and SU only
Gain Hero Status quest+1 per level, foreverlevel 220, second classes only
Evidence of Strength quest20level 380, every class
Infiltrate The Barracks of Balgass quest10level 400, every class
Into the 'Darkness' Zone quest30level 400, every class
The three Cent trials100 in total (20, 30 and 50)total level 800
Fifth class quest200total level 1200

What if I spend my points wrong

There is a point redistribution command, `/resetstats`, which returns your stats to the class base value and hands back every point you spent, so you can distribute them again. It is enabled on the server.