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Builds

How to split your points on each class, for leveling, for endgame farming and for PvP, with the reason behind every choice.

Updated on August 10, 2026

There is no secret build in MU. What there is is math: every stat has a formula, and a good build is the one that spends points where your class formula pays best. Every recommendation on this page comes from the server formulas, which are on the stats page, and not from a meta copied off another server.

The four rules that hold for any class

  1. Item requirements come before everything. Damage is no use if you cannot wear the set. Before stacking your damage stat, make sure you have the strength and agility the next armor and the next weapon will ask for.
  2. Vitality only buys health and shield, except on the Rage Fighter. It does not turn into damage, it does not help the Fenrir and it does not go into the Ability Gauge.
  3. Late in the game the shield comes from your level, not from your stats. The formula has a total level squared divided by 30 term: at total 1500 that alone is worth 75,000 shield, far more than any stat would add.
  4. Holding points is legitimate. Plenty of experienced players level to 200 holding half their points and spend them later, once they know which weapon they will use.

Dark Knight

Strength is damage, agility is hit rate and defense, vitality is health. Energy does almost nothing for him beyond mana, Ability Gauge and part of the combo bonus.

GoalPoint priorityWhy
LevelingStrength well ahead, agility only up to the weapon and armor requirement, vitality with the restUp to level 300 the problem is killing fast, not surviving. Strength/4 is the best damage return he has
Endgame farmingHigh strength, medium agility, vitality climbing alongsideOn a top end map you get hit by several things at once. Vitality gives him 3 health per point, the best in the game, and it also goes into the shield
PvPVitality and agility ahead, enough strength for the weaponAgainst a player, defense rate and health are worth more than raw damage, because your opponent's shield absorbs 90% of every hit

Dark Wizard

Energy is damage and mana at the same time. Strength and agility generate no damage at all: they only exist to wear the set, to not miss hits and for a defense that on him is small either way.

GoalPoint priorityWhy
LevelingEnergy for almost everything, strength and agility only for the staff and armor requirementsEnergy pays for damage and for mana, which is his real bottleneck. The big skills cost 90 to 200 mana per cast
Endgame farmingHigh energy, agility for hit rate, enough vitality to survive one mistakeHe dies to a single hit from a high level monster. A bit of vitality buys you the time to drink a potion
PvPEnergy and vitality, with enough agility to land hitsYou do not survive a Dark Knight closing in with no health. Teleport is your defense, but it has a cast time

Fairy Elf

She has the most interesting build decision in the game, because agility is damage and energy is support, and both are useful. It is worth picking one of the two paths and going deep instead of splitting down the middle.

Agility Elf
  • Agility for almost everything, strength and energy only for the bow and armor requirements.
  • It pays 375 maximum damage per 1000 points, the best return per stat in the game.
  • The same agility also buys defense, hit rate and attack speed.
  • This is the build for leveling alone and for farming.
Energy Elf
  • Energy well ahead, agility only enough to equip and to land hits.
  • Every buff and the healing scale with her energy at the moment of the cast.
  • With 1000 energy, Bless gives +10 to each of an ally's four stats.
  • This is the build for a fixed party. On her own she kills slowly.

Magic Gladiator

The easiest class to get wrong. He can use strength and energy, but he should not split them down the middle: two weak halves kill less than one whole build. Pick your channel and use the other one only for requirements.

GoalPoint priorityWhy
Leveling, sword pathStrength well ahead, agility at the requirement, vitality with the restStrength/4 gives the same return as the Dark Knight, and his skill damage multiplier is 2
Leveling, magic pathEnergy well ahead, strength only for the armor requirementEnergy/4 is the same return as the Wizard, with 7 points per level instead of 5
Endgame farmingYour chosen channel maxed out, plus more vitality than usualHe wears no helm, so he has one slot fewer of defense and options than every other class
PvPVitality and agility alongside your damage channelHis base health of 57 helps, but his defense from agility is 0.2, middle of the table

Dark Lord

Five stats and seven points per level. Command is the stat that never goes to waste: it gives damage, it scales every party buff, it feeds the raven, it adds to hit rate and to the Ability Gauge, and it raises the guild size.

GoalPoint priorityWhy
LevelingCommand and strength together, agility at the requirement, energy at the scroll minimumThe skill scrolls ask for energy and command: Fire Burst asks for 79 energy, Fire Scream for 70 and 150, Electric Spike for 126 and 340, Summon for 153 and 400
Endgame farmingCommand well ahead, strength in the middle, vitality climbingHis big skills cost AG, and command gives 0.3 AG per point, the same as strength
Fixed partyAlmost pure commandEvery 20 command gives +1 to each stat for everyone through Crown Force, and every 8 gives +1 defense through Divine Aura
PvPCommand, vitality and agilityHis hit rate uses 2.5 per agility, so he barely misses. His health per level is 1.5, the second best

Summoner

Energy is magic damage, curse damage, mana and the strength of every debuff at the same time. She is the magic class that profits the most from agility, because her conversion into defense is the best in the game, tied with the Dark Knight.

GoalPoint priorityWhy
LevelingEnergy ahead, agility second, strength at the requirementThe book skills ask for low energy (99 to 115) but their damage scales with energy
Endgame farmingHigh energy, a real amount of agility, vitality with the restShe uses no shield, and 1/3 defense per agility is the best she has to make up for it
Party and debuffsAs much energy as possibleInnovation asks for 912 energy and cuts up to 64% of the target's defense. Weakness asks for 663. Without high energy, the two best debuffs in the game are weak or out of reach
PvPEnergy and vitality, with agility for defenseSleep and Blind decide duels, and the duration of both grows with energy

Rage Fighter

The simplest build in the game, because vitality is damage, health and shield at the same time. Strength barely pays (strength/12 at best) and only exists for requirements.

GoalPoint priorityWhy
LevelingVitality well ahead, agility second, strength at the claw requirementVitality/5 gives 200 maximum damage per 1000 points and 2000 health on top
Endgame farmingAlmost pure vitality, enough agility not to missHis hit rate is the worst in the game (3 times the level, 1.25 per agility), and his skills hit four times per cast, so missing is expensive
Party supportVitality with energy in the middleHis three buffs scale with energy. Increase Health adds up to 200 total vitality, which on the Rage Fighter is also damage
PvPVitality and agilityHe has no shield and no armor gloves, so he loses two defense slots. The math has to come from stats

What changes in PvP

Against a player, three things change the math and they apply to every class.

  • The shield absorbs 90% of every hit. While your opponent's SD is full, only 10% of your damage reaches their health. Since the shield grows with total level squared, a duel between two characters with a high total is long by design.
  • The defense rate against players is separate math, apart from the one against monsters. Buffs like the Rage Fighter's Increase Block add to both.
  • Raw health is worth more than raw damage. Since everyone loses 90% of their damage to the other's shield, surviving longer pays more than hitting harder.

Mistakes that cost you

Do not
  • Put strength on a Wizard, an Elf or a Summoner beyond the item requirement: there, strength generates no damage at all.
  • Put vitality in expecting damage on any class other than the Rage Fighter.
  • Split the Magic Gladiator down the middle between strength and energy.
  • Zero the agility on a melee class: a bad hit rate wastes the multiple hit skills.
  • Skip Gain Hero Status at level 220 if your class has a second generation.
Do
  • Check the requirement of your next weapon and next armor before spending.
  • Hold points when you are unsure. They do not expire.
  • Invest in the stat your class converts best, even if another server does it differently.
  • Remember that a weapon asks for strength or energy, whichever comes first, and a mastery shield asks for energy.
  • Count on total level for your shield: late in the game it is bigger than any stat.