The 11 classes
Dark Wizard, Dark Knight, Fairy Elf, Magic Gladiator, Dark Lord, Summoner, Rage Fighter, Grow Lancer, Rune Wizard, Slayer and Gun Crusher — what each one does and how they really differ.
Choosing a class in MU isn't choosing a theme: it's choosing a formula. Each class converts your attribute points into damage, health, defense and speed in a different way, and those differences are big. This page shows the real numbers, not the brochure description.
Remember that your account has one slot per class — at most 8 characters. See creating an account and character.
Direct comparison#
Starting values (level 1) and what each class gains per level:
| Class | STR | DEX | VIT | ENE | CMD | Health at level 1 | Mana at level 1 | HP/level | MP/level |
|---|---|---|---|---|---|---|---|---|---|
| Dark Wizard | 18 | 18 | 15 | 30 | — | 90 | 120 | +1 | +2 |
| Dark Knight | 28 | 20 | 25 | 10 | — | 185 | 30 | +2 | +0.5 |
| Fairy Elf | 22 | 25 | 20 | 15 | — | 120 | 52 | +1 | +1.5 |
| Magic Gladiator | 26 | 26 | 26 | 26 | — | 162 | 112 | +1 | +1 |
| Dark Lord | 26 | 20 | 20 | 15 | 25 | 130 | 62 | +1.5 | +1 |
| Summoner | 21 | 21 | 18 | 23 | — | 106 | 74 | +1 | +1.5 |
| Rage Fighter | 32 | 27 | 25 | 20 | — | 150 | 66 | +1.3 | +1 |
| Grow Lancer | 30 | 30 | 25 | 24 | — | 160 | 64 | +2 | +1 |
| Rune Wizard | 13 | 18 | 14 | 40 | — | 88 | 120 | +1.2 | +1.8 |
| Slayer | 28 | 30 | 15 | 10 | — | 160 | 25 | +1.2 | +1.8 |
| Gun Crusher | 20 | 18 | 20 | 25 | — | 140 | 130 | +1.5 | +1.5 |
And how each one turns attributes into power:
| Class | Physical damage comes from | Health per VIT | Mana per ENE | Defense: DEX ÷ | Attacks/s: DEX ÷ |
|---|---|---|---|---|---|
| Dark Wizard | STR ÷ 6 to ÷ 4 | ×2 | ×2 | 4 | 20 |
| Dark Knight | STR ÷ 8 to ÷ 4 | ×3 | ×1 | 3 | 15 |
| Fairy Elf | (STR+DEX) ÷ 7 to ÷ 4 | ×2 | ×1.5 | 10 | 50 |
| Magic Gladiator | STR ÷ 6 + ENE ÷ 12 | ×2 | ×2 | 4 | 15 |
| Dark Lord | STR ÷ 7 + ENE ÷ 14 | ×2 | ×1.5 | 7 | 10 |
| Summoner | (STR+DEX) ÷ 8 to ÷ 4 | ×2 | ×1.5 | 3 | 20 |
| Rage Fighter | STR ÷ 7 + VIT ÷ 15 | ×2 | ×1.3 | 8 | 10 |
| Grow Lancer | STR ÷ 8 + DEX ÷ 10 to STR ÷ 4 + DEX ÷ 6 | ×2 | ×1 | 7 | 20 |
| Rune Wizard | STR ÷ 8 to ÷ 4 | ×2 | ×1.5 | 5 | 12 |
| Slayer | STR ÷ 9 + DEX ÷ 20 to STR ÷ 5 + DEX ÷ 14 | ×2 | ×1.5 | 5 | 12 |
| Gun Crusher | STR ÷ 8 to ÷ 5 | ×2 | ×2 | 4 | 20 |
Magic damage is the same for all of them: ENE ÷ 9 minimum and ENE ÷ 4 maximum, multiplied by the magic percentage of the equipped staff, except for the Gun Crusher (ENE ÷ 8 minimum).
Each level gives 5 attribute points to distribute. See attributes.
Dark Wizard#
The classic mage. Lives on ENE: high mana, strong magic, paper body. Each point of ENE is worth 2 mana and directly feeds spell damage.
- Strong at: clearing monster groups from a distance, scaling fast early.
- Weak at: surviving a mistake. With 90 health at level 1 and only +1 per level, a Dark Wizard dies in two hits if he lets the monster get close.
- Detail that matters: magic damage is multiplied by the staff's magic percentage. A good staff is worth more than dozens of ENE points.
- Evolves into Soul Master and then Grand Master.
Dark Knight#
The most straightforward class in the game and the best one to start with. It has twice the HP per level of any mage (+2 per level) and the best VIT return in the game (3 health per point). It also converts DEX into defense at the best rate along with the Summoner, and starts with twice a Dark Wizard's health.
- Strong at: taking damage, farming without needing potions all the time, PvP.
- Weak at: killing groups. It's hit by hit until the area skills show up.
- Detail that matters: the Blade Knight's second-class quest unlocks the Combo — Rageful Blow, Death Stab and the third skill in sequence. See quests and class change.
- Evolves into Blade Knight and then Blade Master.
Fairy Elf#
The archer and, at the same time, the best support in the game. She has the highest attack speed of all classes: DEX ÷ 50 against ÷ 15 for the Dark Knight. That means each point of DEX gives more than three times as many hits per second on her.
- Strong at: attacking from a distance, buffing the party, killing fast with a bow.
- Weak at: defense. She needs DEX ÷ 10 to convert into defense, the worst rate in the game — the elf doesn't stand on the front line.
- Detail that matters: the elf's physical damage uses STR + DEX added together, so DEX gives damage and speed and hit rate for her. It's the class where DEX is the king attribute.
- Evolves into Muse Elf and then High Elf.
Magic Gladiator#
The hybrid. Starts with 26 in every attribute, 110 HP and 60 mana, and is the only class whose physical damage adds STR ÷ 6 + ENE ÷ 12 — that is, points in ENE boost the magic and the punch.
- Strong at: being self-sufficient and moving ahead. It has a 150% PvM damage rate, the highest in the game, and it also enters maps at two-thirds of the level required of other classes.
- Weak at: focus. Splitting points between STR and ENE means never being the best at anything.
- Detail that matters: it has no second class. It jumps straight from Magic Gladiator to Duel Master at the third evolution.
Dark Lord#
The command class. It's the only one that uses Command (CMD), the fifth attribute, which feeds the Dark Horse, the Dark Raven and the party skills. It also adds STR ÷ 7 + ENE ÷ 14 to physical damage.
- Strong at: leading parties, riding, survival (+1.5 HP per level, the second best).
- Weak at: raw damage. The PvM damage rate is 70%, against 110% for the common classes.
- Detail that matters: CMD feeds the Dark Lord's hit rate and his shield (SD) — no other class has that bonus.
- No second class: it goes from Dark Lord straight to Lord Emperor.
Summoner#
The cursing mage. Uses magic like the Dark Wizard, but focused on debuffs and control. Converts DEX into defense at the best rate in the game (÷ 3), tied with the Dark Knight.
- Strong at: controlling the fight, weakening monsters and players.
- Weak at: raw damage. PvM damage rate of 70%.
- Detail that matters: physical damage uses STR + DEX, like the elf — so she isn't a pure mage when it comes to weapons.
- Evolves into Bloody Summoner and then Dimension Master.
Rage Fighter#
The fighter. Starts with the highest STR in the game (32) and converts STR ÷ 7 + VIT ÷ 15 into damage — it's the only class where VIT gives damage, not just health. That makes the Rage Fighter a character that gets stronger the tougher it gets.
- Strong at: sustain, combos and long PvP fights.
- Weak at: speed (DEX ÷ 10, the slowest along with the Dark Lord) and damage against monsters — a PvM damage rate of only 36%, the lowest of all.
- Detail that matters: it also has the best PvP defense rate against incoming damage and the level discount for travel.
- No second class: it goes from Rage Fighter straight to Fist Master.
Grow Lancer#
The lancer, who arrived on October 8, 2026 from the newer MU seasons (she is from Season 9). She is the only class where STR and DEX deal damage together: STR ÷ 8 + DEX ÷ 10 at minimum and STR ÷ 4 + DEX ÷ 6 at maximum. She fights with a one-handed lance and a shield.
- Skills: Spin Step (the drill of light that pierces the target and hits its neighbors, 2 hits), Harsh Strike (the slash and the thrust, 2 hits), Magic Pin (3 thrusts with the sphere bursting behind the target), Clash (the charge that knocks the target away), Shining Peak (the spear of light that flies to the target and bursts near it), Breche (the whirlwind of fire around the lancer, behind her too, 2 hits) and the buffs Wrath (more damage, a little less defense), Obsidian (more damage for the party) and Circle Shield (reduces damage taken and, in PvP, may drain the AG of whoever hits her). The agility skills scale with DEX and the strength ones with STR.
- Strong at: sustained close-range damage — the multi-hit skills make up for her PvM damage rate of 40%, close to the Rage Fighter's.
- Detail that matters: she is female and, like MG, DL and RF, has no second class: she goes from Grow Lancer to Mirage Lancer and, at the 4th evolution, to Shining Lancer.
- Her own items: the lances (Lapid, Prickle, Conmocion, Alacran, Pluma, Vis, Rectuus, Russell Light, the angelic ones and the Soul), the Lancer shields, the Robust, Gru Hill, Princie, Hirat, Sate, Grace, Constant and master sets, and the Cloak of Limit, Cloak of Transcendence and Eternity Cloak.
Rune Wizard#
The rune mage, who arrived on October 8, 2026 from the newer MU seasons (she is from Season 12). She plays like the Dark Wizard — lives on ENE, attacks from range and has a fragile body (88 life at level 1) — but fights with a rune mace and a shield instead of a staff. The mace's magic power goes into spell damage the same way a staff's does.
- Skills: Magical Shot (the runic star, for the early game), Magic Arrow (3 fire arrows that explode on the target and hit up to 2 around it), Plasma Ball (the plasma ball that travels to the target throwing lightning at whoever is near, 2 hits), Runic Spear (the runic sphere that grows on the target and hits whoever is near), Lightning Storm (the beam that falls in the center of the runic circle and hits up to 8), Rune Phrase (ribbons of runic text that write themselves to the monsters around her; every 3 casts it may remove 30% of their defense for 10 s) and the buffs Burst (more magic power and critical chance from ENE) and Haste (more casting speed). She also learns most of the Dark Wizard's spells: Fire Ball, Meteorite, Twister, Evil Spirit, Hell Fire, Inferno, Ice Storm and the rest.
- Strong at: clearing packs from range, like the Dark Wizard, with a PvM damage rate of 60% made up for by casting speed (DEX ÷ 12) and Burst.
- Detail that matters: she is female and has a second class: she evolves into Rune Spell Master, Grand Rune Master and, at the 4th evolution, Majestic Rune Wizard.
- Her own items: the rune maces (Elemental, El Hazard, Frost, Light Road, the angelic ones and the Soul), the rune shields, the Rune Pad, Rune Spink, Rune Legendary, Kanaz, Rune Divine, Rune Light and master sets, and the Wings of Disillusion (3rd) and Wings of Fate (4th). For her 2nd wing she uses the Wings of Soul, the same as the Dark Wizard.
Slayer#
The assassin of the twin short swords, who arrived on October 8, 2026 from the newer MU seasons (she is from Season 14). Like the Grow Lancer, STR and DEX deal damage together — STR ÷ 9 + DEX ÷ 20 at minimum and STR ÷ 5 + DEX ÷ 14 at maximum — but she is the fastest in the game (DEX ÷ 12 speed) and fights with a short sword in each hand: with two identical swords each one hits for 65% (different ones, 55%). Only she can put the second sword in the left hand.
- Skills: Sword Inertia (three blades in a fan ahead, up to 6 steps — each hits whoever it touches), Bat Flock (the swarm of bats bursts around the target in 2 hits and makes it bleed for 5 seconds), Pierce Attack (the lunge with 2 hits — and 2 more on whoever is still under the bats) and the buffs Detection (reveals the monsters around and gives more critical chance) and Demolish (chance to ignore the target's defense for 40 seconds, for the whole party). She also uses Twisting Slash, Rageful Blow and Crescent Moon Slash. Her skills scale with STR and DEX.
- Strong at: sustained close-range damage with many hits per second — speed and the two swords make up for her PvM damage rate of 37%, in the Rage Fighter's range.
- Detail that matters: she is female and has a second class: she evolves into Royal Slayer, Master Slayer and, at the 4th evolution, Slaughterer.
- Her own items: the short swords (Flat, Dacia, Cookery, Paring, Novakura, the angelic ones and the Soul), the Slayer Red Wing, Slayer, Slayer Demonic, Nightwing, Fidelity, Trace and master sets, and the Wings of Silence (3rd) and Wings of Condemnation (4th). For her first wings she uses the Dark Knight's (Wings of Satan, Wings of Dragon, Wings of Chaos).
Gun Crusher#
The magic gunner, who arrived on October 8, 2026 from MU Season 16. He is a mage, but with a magic firearm in the right hand (no shield and no ammo): he shoots from range and energy drives the damage. His magic is a little stronger than the other classes' — ENE ÷ 8 minimum and ENE ÷ 4 maximum — and the gun's magic power works like a staff's. Each ENE point is worth 2 mana.
- Skills: Death Fire and Death Ice (the shot that opens in a fan ahead, from the start), Ice Break (the ice runs in a line to the target and the shards hit again right after), Dark Plasma (2nd class — the sphere stays still at the target's spot and hits whoever is near for 5 seconds), Ice Blast and Bursting Flare (3rd class — they burst around the shooter, behind him too; Bursting Flare hits the target in front harder) and the Fixed Fire buff, which raises his magic to ENE ÷ 6 … ENE ÷ 3 for 60 seconds.
- Strong at: clearing packs from range, on par with the Dark Wizard, with more life (+1.5 per level) and more mana.
- Detail that matters: he is the only male of the new classes and has a second class: he evolves into Gun Breaker, Master Gun Breaker and, at the 4th evolution, Heist Gun Crusher.
- His own items: the firearms (Entropy, Frere, Weiwen, Cannon, the angelic ones and the Soul), the Leather Gunner, Scale Gunner, Round Gunner, Frere, Titan Gunner, Stormwinger and master sets, and the Wings of Hit (3rd) and Blood Wings (4th). For his first wings he uses the Dark Wizard's (Wings of Heaven, Wings of Soul).
So which one to pick?#
- First time in MU: Dark Knight.
- Want to level fast and solo: Magic Gladiator (the travel discount and the 150% PvM damage make a real difference).
- Want to be invited to every party: Fairy Elf.
- Want to play with friends and lead: Dark Lord.
- Like area magic: Dark Wizard.
- Like debuffs and playing with your head: Summoner.
- Want endurance PvP: Rage Fighter.
- Want chained hits with lance and shield: Grow Lancer.
- Like area magic, but with mace and shield: Rune Wizard.
- Want the fastest, with two swords: Slayer.
- Want ranged magic with more life: Gun Crusher.
After choosing, see attributes to know where to put your 5 points each level.