Attributes
STR, DEX, VIT, ENE and Command — what each point actually does for your class.
Each level gives you 5 points to distribute. Over a career up to level 400 that's almost 2,000 points, and the difference between a good character and a bad one is where they ended up. This page explains exactly what each point does — not what it "usually does" in MU.
Open the character window (C) to see the derived attributes calculated live. With free points, each attribute has two buttons: + adds 1 point and +100 adds 100 at once (or whatever is left, if less).
The five attributes#
Strength (STR)#
Gives physical damage. The conversion depends on the class: a Dark Knight gets minimum damage from STR ÷ 8 and maximum from STR ÷ 4; a Dark Wizard, STR ÷ 6 and ÷ 4. On the Fairy Elf and the Summoner, damage uses STR + DEX added together.
STR also feeds the hit rate of every class (STR ÷ 4, or ÷ 6 on the Rage Fighter) and is a requirement for most weapons and heavy armor.
Agility / Dexterity (DEX)#
The most versatile attribute. One point of DEX does, at the same time:
- Hit rate against monsters;
- Defense, divided by a class number: Dark Knight and Summoner ÷ 3, Dark Wizard and Magic Gladiator ÷ 4, Dark Lord ÷ 7, Rage Fighter ÷ 8, Fairy Elf ÷ 10;
- Evasion rate (defense success rate), also divided by class;
- Attack speed, divided by class: Fairy Elf ÷ 50 (by far the best), Dark Wizard and Summoner ÷ 20, Dark Knight and Magic Gladiator ÷ 15, Dark Lord and Rage Fighter ÷ 10;
- PvP hit and evasion, with their own constants — the Dark Knight gains 4.5 PvP hit per point of DEX, the Fairy Elf gains only 0.6.
Notice the inversion: the elf is fast but misses in PvP; the Dark Knight is slow but almost never misses. That's on purpose.
Vitality (VIT)#
Gives health. Dark Knight gains 3 HP per point; every other class gains 2.
On the Rage Fighter, VIT also gives physical damage (VIT ÷ 15 minimum and ÷ 12 maximum). It's the only class in the game where the defensive attribute is also offensive.
Energy (ENE)#
Gives mana and magic damage. Magic damage is the same for every class: ENE ÷ 9 minimum and ENE ÷ 4 maximum.
Mana per point varies: Dark Wizard and Magic Gladiator gain 2, Fairy Elf, Dark Lord and Summoner 1.5, Rage Fighter 1.3, Dark Knight only 1.
On the Magic Gladiator (ENE ÷ 12 and ÷ 8) and the Dark Lord (ENE ÷ 14 and ÷ 10), ENE also adds physical damage.
Command (CMD)#
Exclusive to the Dark Lord, who starts with 25 points in it. It feeds the Dark Horse, the Dark Raven and the party command skills. It also feeds the hit rate (CMD ÷ 10) and counts toward the Dark Lord's shield (SD) — no other class has that bonus.
Derived attributes#
The character window shows the numbers that come out of the math:
| Derived | Where it comes from |
|---|---|
| Min/max physical damage | class formula + weapon damage |
| Min/max magic damage | ENE ÷ 9 and ÷ 4, multiplied by the staff's magic % |
| Hit rate | level × 5 + DEX × 3/2 + STR ÷ 4 (varies by class) |
| Defense | DEX ÷ (class divisor) + item defense |
| Defense rate | DEX ÷ (3, 4, 7 or 10, depending on the class) |
| Attack speed | DEX ÷ (class divisor) + item speed |
| Max health | class base + level × gain + VIT × conversion |
| Max mana | class base + level × gain + ENE × conversion |
| SD (shield) | (sum of attributes × 1.2) + level² ÷ 15 + defense ÷ 2 |
| AG / BP | per-class coefficients over the five attributes |
| Critical | 5% base, +5% per item with Luck |
| Excellent | 3% base, +10% per excellent weapon with the right option |
Notice the SD: it grows with the square of the level. A level 400 character has almost 11,000 shield points from level alone, before counting attributes and defense. That's why high-level PvP takes so long — see duel.
Specialization#
Since October 8, 2026 (MU's Season 12), taking one attribute very high grants a specialization bonus, shown in its own box on the character sheet (key C). The bonus grows with the attribute and peaks at 4.5% at 3,000 points.
| Class | Attribute | Bonus |
|---|---|---|
| Dark Knight, Dark Lord, Grow Lancer | Strength · Agility | damage to monsters · defense against monsters |
| Rage Fighter | Strength | damage to monsters |
| Magic Gladiator | Strength · Energy | damage to monsters (the higher of the two) |
| Fairy Elf | Agility | damage to monsters · defense rate · PvP defense |
| Slayer | Agility | damage to monsters · defense rate |
| Dark Wizard, Rune Wizard, Gun Crusher | Agility · Energy | attack rate · PvP attack rate · damage to monsters |
| Summoner | Energy | damage to monsters (magic and curse) |
How much it is worth, by attribute value:
| Attribute | Bonus |
|---|---|
| 1,000 | +0.7% |
| 1,500 | +1% |
| 1,501 to 2,000 | +2.3% to +3% |
| 2,001 to 3,000 | +3% to +4.5% |
| above 3,000 | +4.5% |
Elves and Slayers need more Agility (the steps are 1,800, 2,100 and 3,000), and the Magic Gladiator's Energy uses 1,800, 2,500 and 3,000. The damage and defense bonuses apply only against monsters: in PvP only the ones that say "PvP" count.
Where to put the points#
Dark Knight#
STR and VIT. The classic rule: STR until you can equip the next weapon, VIT with the rest. DEX only enough to use the gear. It's the easiest build to get right in the game.
Dark Wizard#
ENE for almost everything. STR only to equip armor and staff. Put points into VIT only if you're dying too much; the Dark Wizard solves survival with distance, not with health.
Fairy Elf#
DEX for almost everything — she gains damage, speed and hit rate at once. STR for bow requirements. If you're playing support, ENE to sustain the buffs.
Magic Gladiator#
Pick a side. Pure STR works and is simple; ENE gives physical and magic damage and mana, but at a worse rate. Mixing half and half usually leaves you mediocre at both roles.
Dark Lord#
STR and CMD, with enough VIT not to fall. CMD is what sets a Dark Lord apart from a badly built Dark Knight.
Summoner#
ENE for the magic, DEX because her defense comes from DEX ÷ 3 (the best in the game). STR only for requirements.
Rage Fighter#
VIT is damage and health at the same time — invest heavily. STR for requirements and the main damage. It's the class that needs to think about trade-offs the least.
Points don't come back#
There's no way to redistribute points: the points you spend stay spent (Reset is turned off for now). When on, the level 400 Reset wipes everything at once — attributes back to your class's, level 1 and 25 free points per Reset — and you distribute again on the way up. Distribute slowly, a few levels at a time, instead of dumping everything at once — especially before level 100, when you're still figuring out how the class plays.
Once you pass level 400 you enter Master Level, which uses a different point currency, spent on a skill tree and not on attributes.