Skills and the skill bar
How to equip skills in the 9 slots, what costs mana and stamina, which ones require a weapon and how the Combo works.
Each class has between 18 and 35 skills. You choose which of them go on the bar and use them with the 1 to 9 keys — or with the right mouse button, which always casts the selected skill.
| Class | Skills |
|---|---|
| Magic Gladiator | 35 |
| Summoner | 30 |
| Dark Wizard | 28 |
| Fairy Elf | 23 |
| Dark Lord | 23 |
| Dark Knight | 20 |
| Rage Fighter | 18 |
Setting up the bar#
The bar has one basic attack cell (key `) and 9 numbered slots.
Click an empty slot to open the skills page and choose. Right-clicking a slot removes its skill. The order is yours — and it's worth organizing, because slots 1, 2 and 3 are the only ones that show up in mobile mode.
Each cell shows:
- the key;
- the missing requirement (level or attribute), while the skill is locked;
- the countdown while the skill recharges;
- a warning when the skill requires a weapon and you don't have it equipped.
How to use#
| Gesture | What it does |
|---|---|
1 to 9 key | selects the skill |
` | back to basic attack |
| Right button on a monster | casts the skill on it — too far, the character walks into the skill's range and casts by itself |
| Right button on the ground | centers the area skill on that point |
| Holding the right button | repeats the cast every 150 ms following the cursor |
| Left button on a monster | basic attack, never the skill |
Holding the right button is how you clear a whole spot with area magic without clicking a thousand times. While holding, the character stays on the target of the first click — it does not run after another monster that passed under the cursor. Walking, clicking the ground or the target dying cancels the approach.
A self buff (Greater Defense, Greater Life…) with the cursor on a monster goes off right away, without walking to it. An area skill on the ground does not walk: the point has to be in range.
Area around the target#
Most area skills hit whoever is near you. Some hit whoever is around the target, as in the original MU: Death Stab (DK), Fire Burst (DL), Chain Lightning (Summoner — jumps to up to 2 neighbors of the target), Dragon Lore and Phoenix Shot (RF), and Party Healing (Elf), which heals the chosen ally and whoever is near them. With Death Stab, for example, whoever is right behind the monster gets hit too.
What skills cost#
Each skill consumes mana (MP), stamina (AG) or both, and some have a cooldown.
Examples that show the variety:
| Skill | Mana | Stamina | Range | Cooldown |
|---|---|---|---|---|
| Fire Ball | 3 | — | 6 | — |
| Twisting Slash | 10 | 10 | radius 3 | — |
| Rageful Blow | 25 | 20 | radius 4 | — |
| Ice Arrow | 10 | 12 | 8 | — |
| Five Shot | 10 | 7 | radius 6 | — |
| Evil Spirit | 90 | — | radius 6 | — |
| Hell Fire | 160 | — | radius 6 | — |
| Nova | 180 | 45 | radius 6 | — |
| Earthquake | — | 50 | radius 7 | 5 s |
| Electric Spark | — | 100 | radius 6 | 5 s |
| Dragon Slayer | 100 | 100 | — | 3 s |
| Blood Howling | 100 | 200 | — | 2 min |
| Summon Party | 70 | 30 | — | 30 s |
Notice that the strongest Dark Knight and Rage Fighter skills cost stamina, not mana. Stamina regenerates on its own at about 12% per second, but if you chain Earthquakes it runs out. That's why there's a stamina potion on the E key.
Since 10/06 every skill has a requirement, just like the scroll/orb in the original MU: a minimum level for some and an attribute for others (energy for spells, strength or agility for weapon skills, command for the Dark Lord's). While something is missing the skill is greyed out with what's missing on the icon (Lv80, 140E, 596S, 646A, 340C), and the server refuses to use it. Item and buff bonuses count.
| Skill | Requirement |
|---|---|
| Poison | 140 energy |
| Evil Spirit | 220 energy |
| Inferno | 724 energy |
| Nova | 1052 energy |
| Twisting Slash | level 80 |
| Death Stab | level 160 |
| Ice Arrow | 646 agility |
| Fire Slash | 596 strength |
| Electric Spark | 126 energy and 340 command |
The skills window shows how many are unlocked and which one is next; mana is still charged on every use.
Skills that require a weapon#
Several skills aren't yours: they're the weapon's. Without the item equipped, the hit comes out as a basic attack and the game warns you.
Notable cases:
- Twisting Slash requires any weapon in the right hand;
- Plasma Storm requires you to be mounted on the Horn of Fenrir;
- Upper Beast requires the Holy Storm Claw;
- several others come from weapons with the +Skill property — see additional options, Luck and Skill.
The bar slot marks this clearly when the weapon isn't equipped.
Skills locked by evolution#
Some skills only open with the second or the third class. They show up in the list, but the game won't let you equip them until you evolve. See quests and class change.
Area of effect#
- An area skill hits at most 5 targets when aimed at a monster, and 10 targets when you cast it on the ground.
- The area is measured from you, not from the target.
- An aimed skill only hits the cone in front of you — monsters right behind don't get hit, unless they're glued to you.
- Chain Lightning loses power as it jumps: the second target takes 70% and from the third on, 50%.
The Dark Knight's Combo#
After the Black Stone quest, the Blade Knight gains the Combo, the biggest damage window in the game.
It works like this:
- Use a primary skill — Falling Slash, Lunge, Uppercut, Cyclone or Slash. This opens a 3-second window.
- Within the window, use a secondary — Twisting Slash, Rageful Blow, Death Stab, Frozen Stab or Blood Storm.
- Use another different secondary. The third hit comes out as COMBO.
The Combo hit deals twice the normal damage, plus half the sum of strength, agility and energy. On a high-level Dark Knight that's hundreds of extra damage per hit. The number shows in magenta.
Skills from the newer seasons (S12 to S16)#
On October 8, 2026 the original classes got skills from MU's newer seasons. All of them require the 3rd class (see class evolution).
| Class | Skill | What it does | Requirement |
|---|---|---|---|
| Rage Fighter | Spirit Hook | 2 hits on the target and around it (by agility and energy, like Dark Side) | level 180 |
| Summoner | Death Scythe | magic around the target | level 85, 930 energy |
| Magic Gladiator | Chaos Blade | weapon strike in a short cone ahead (×200%, like Sword Slash) | level 160 |
| Magic Gladiator | Havok Spear | magic around the target | level 160, 1,073 energy |
| Fairy Elf | Raining Arrow | rain of arrows around the target | level 160 |
| Fairy Elf | Holy Bolt | one target, at the level of Penetration | level 110 |
| Dark Lord | Spirit Blast | Dark Lord skill around the target | level 160, 620 command |
| Fairy Elf | Dex Booster | buff: +10% agility (up to +300) for 60 s | level 100 |
| Fairy Elf | Improve Elemental Attack Power | party buff: elemental attack +10% to +30% for 60 s | level 100, 1,500 energy |
| Fairy Elf | Improve Elemental Defense | party buff: elemental defense +10% to +30% for 60 s | level 100, 1,500 energy |
| Dark Knight | Fire Blow | weapon strike on the target and around it | level 160, 1,090 strength |
| Dark Wizard | Meteor Strike | magic around the target | level 160, 1,073 energy |
| Dark Wizard | Meteor Storm | meteor rain around the target | level 160, 1,160 energy |
| Dark Wizard | Soul Seeker | magic on the target and around it | level 160, 1,115 energy |
| Fairy Elf | Focus Shot | one target, at the level of Ice Arrow | level 160, 1,302 agility |
| Summoner | Fire Beast | magic around the target | level 160, 1,220 energy |
| Summoner | Aqua Beast | magic around the target | level 160, 1,220 energy |
| Magic Gladiator | Ice Blood | weapon strike in a short cone ahead | level 160, 900 strength |
| Magic Gladiator | Fire Blood | weapon strike in a short cone ahead | level 160, 900 strength |
| Magic Gladiator | Dark Blast | magic around the target | level 160, 1,073 energy |
| Magic Gladiator | Meteor Strike | magic around the target | level 160, 1,073 energy |
| Dark Lord | Wind Soul | Dark Lord skill around the target | level 160, 717 strength |
| Rage Fighter | Dark Phoenix Shot | 4 hits on the target and around it (like Phoenix Shot) | level 160, 987 agility |
| Dark Lord | Crown Force | party buff: + command/100 to all attributes for 500 s | level 10 (base class) |
| Dark Lord | Battle Glory | buff: + (command + agility)/400 % damage to monsters (up to 10%) for 90 s | level 66 (base class) |
| Summoner | Darkness | buff: + energy/300 % damage (up to 10%) and +5% defense against monsters, 120 s | level 83, 300 energy (base class) |
Each one's damage sits at the same tier as the class's strongest similar skill — they are new options, not a power jump.
The Magic Gladiator's charges#
Also at the 3rd class, the MG got the charges — three 10-minute stances, one at a time (casting one removes the other), on yourself only:
| Charge | Requirement | Bonus | Stance skills |
|---|---|---|---|
| Spiral Charge | level 120, 900 strength | +5% damage to monsters | Chaos Blade and Fire Blood |
| Crusher Charge | level 120, 900 strength | +10 attack speed | Chaos Blade and Ice Blood |
| Elemental Charge | level 120, 1,073 energy | +5% damage to monsters | Havok Spear |
With any charge, defense against monsters rises 5%. The stance skills get +1 range, and every 3 uses of them set off an explosion (a Nova, for Elemental) that deals 40% of the hit to the target and to every monster within 2 steps of it. The damage and defense bonuses and the explosion apply only against monsters.
The Magic Gladiator renewal (Season 16)#
The MG now has two builds, as in Season 16:
- Knight — two one-handed swords (one in each hand: drag the second one to the left hand) or one two-handed sword. With two identical swords, each deals 65% of its damage (~1.3× a single one together); different ones, 55% each.
- Wizard — two one-handed staffs: 30% of the left staff's wizardry adds to the character's.
With a weapon in the left hand, the right one must match it (sword with sword, staff with staff). The stances and skills need a weapon type in the right hand:
| Skill | Weapon |
|---|---|
| Spiral Charge and Fire Blood | two-handed sword |
| Crusher Charge and Ice Blood | one-handed sword |
| Elemental Charge | staff |
Fire Slash (Season 16's Blood Attack) and its master versions cost 12 AG (was 20 to 24).
Buffs#
Support skills stay active for a time and appear in the buff bar, with a countdown. See buffs.
The auto-hunt can keep up to 4 buffs recast on its own.
Summons#
Dark Wizard, Summoner and Fairy Elf have skills that summon an allied monster — Goblin, Stone Golem, Assassin, Elite Yeti, Dark Knight, Bali, Soldier and Satyros.
Rules:
- one per player: summoning again kills the previous one;
- kill credit, experience and drops go to you;
- it prioritizes whoever is hitting you, looks for a target within a 12-tile radius and follows you;
- it drops nothing and disappears if you die or change maps.
The Dark Lord's Dark Raven is something else, with its own system — see pets and mounts.