Pentagram and Errtel (elemental system)
The pentagram gives your character an element and a second, elemental hit on every strike. Errtels socketed into it add elemental damage, defense and accuracy.
MU's Season 9 and 10 elemental system arrived on October 8, 2026. With a pentagram equipped, your character gets an element and every hit that lands gains a second number, the elemental hit — in the element's color, separate from the normal hit (it does not go through the skill, the wing or the gems).
The elements#
Fire, Water, Earth, Wind and Darkness. Each one deals 110% to the element it beats and 90% to the one that beats it:
| Your element | Strong against (110%) | Weak against (90%) |
|---|---|---|
| Water | Fire | Earth |
| Fire | Darkness | Water |
| Darkness | Wind | Fire |
| Wind | Earth | Darkness |
| Earth | Water | Wind |
Monsters in the S16 maps (Acheron onward) have an element — some fixed (the elementals of Acheron and Debenter), most rolled each time they spawn. Older monsters have no element: the elemental hit deals 100% to them, against a small elemental defense.
The pentagram#
It goes into its own slot in the inventory, below the rings and the Legendary Gems. Right-click a pentagram in your inventory (or drag it to the slot) to equip it; click the slot to open the Pentagram page (Items & crafting menu).
| Grade | Pentagrams | Level | Elemental attack (+0) | Open sockets |
|---|---|---|---|---|
| Common | Pentagram for Beginners, Iron Shield, Hero Elixir, Gladiator's Dagger, Sage's Jewel… | 1 to 180 | 6 to 57 | 1 or 2 (rarely 3, 4 or 5) |
| Rare | Kundun's Madness Blade, Magic Spell Scroll, Stronghold, Icarus Scroll, Harp, Orb, Lyra | 300 | 45 to 61 | 3 (70%) or 4 (30%) |
| Unique | Arca's Prophecy, Antonia's Sword, Kundun's Seal Scroll | 300 | 52 to 71 | 4 |
- +level: Jewel of Bless and Jewel of Soul work on the pentagram like on any item (up to +9); +10 to +15 is in the Chaos Machine. Each +1 adds 3 to the minimum attack, 4 to the maximum and 3 to the elemental defense (on the game's scale, ¼ of that).
- Jewel of Life does not work on the pentagram.
- The pentagram is a regular item: it goes to the vault, trade and market — with the Errtels in it.
The Errtels#
Every pentagram has 5 sockets, and each socket takes one type of Errtel. Since S16 P1-3, an Errtel of any element fits any pentagram: one of the same element counts 100% and lights the options; one of another element counts 80% and lights no option or set.
| Socket | Errtel | What it adds |
|---|---|---|
| 1 | Anger | elemental damage |
| 2 | Blessing | elemental defense |
| 3 | Integrity | elemental accuracy (and, at rank 5, the normal hit's attack success rate) |
| 4 | Divinity | elemental evasion |
| 5 | Radiance | special effects (see below) — the 5th slot opens with a scroll |
Each Errtel has a rank (1 to 5) and each rank brings one rolled line, which goes from +0 to +10. Errtel of Anger examples: rank 1 = elemental damage; rank 2 = attack against one element; rank 3 = elemental damage against monsters or against players; ranks 4 and 5 = elemental damage in %.
- Socket: right-click the Errtel in your inventory (with the pentagram equipped).
- Remove: on the Pentagram page. The Errtel may break — the chance is on the button (80% down to 50%, by rank and level). Pentagrams below level 300 always return it.
Pentagram options#
Every pentagram (except the simplest ones) has options that light up when you socket certain Errtels — of the same element, at a minimum rank and +level. The pentagram tooltip shows each option in green (lit) or grey, with what is missing.
| Option | Sample condition |
|---|---|
| Pentagram attack and/or defense +5% or +10% | Anger at rank 1; or all 4 Errtels at rank 1 |
| Critical elemental hit +5% to +25% (a critical hits ×1.5) | Anger at rank 2 with the rank 2 line at +3 |
| Perfect dodge of elemental hits +5% (against players) | Blessing, Integrity and Divinity at rank 3, +6 |
| 5% of defense becomes elemental defense | Anger and Blessing at rank 3 |
| 1% of damage becomes elemental damage | Anger and Blessing at rank 3 |
| Elemental damage +30 / elemental defense +30 | Anger and Integrity (or Blessing and Divinity) at rank 3 |
Rare and unique pentagrams have 2 or 3 options; common ones, one or none.
Errtel of Radiance (5th slot)#
The pentagram's 5th slot is the Errtel of Radiance one. It comes closed (only a dropped common pentagram, very rarely, already has it open) and opens with the Expansion Scroll of Radiance Slot: combine the 4 Fragment of Radiance Slot — (1), (2), (3) and (4) — in the Chaos Machine and use the scroll (right-click) with the pentagram equipped. The slot stays open forever on that pentagram.
Radiance rank 1 adds elemental damage, defense, hit rate or evasion — (II) versions and, rarely, (III), bigger than the other Errtels'. From rank 2 on, each rank brings an effect:
| Rank | Effect (random line) | +0 → +10 |
|---|---|---|
| 2 | Absorb SD / Absorb Life: 30% chance to give back part of the damage taken as SD / life | 1% → 11% |
| 2 | Bastion (rare): with SD below 20%, 50% chance of −30% damage taken; 1×/min | 3 s → 25 s |
| 3 | Bleeding: 10% of elemental hits make the target bleed for 3 s | 25 → 125 per second |
| 3 | Paralyze: 10% of elemental hits make the target 90% slower | 1.3 s → 3.5 s |
| 3 | Binding: 10% of elemental hits hold the target in place | 1.3 s → 3.5 s |
| 3 | Blinding: 10% of elemental hits lower the target's hit rate for 3 s | 50% → 85% |
| 3 | Punish (very rare): 3% of elemental hits take part of the target's max life (up to 10× the hit) | 6% → 16% |
| 4 | Immune I: below 50% life, no monster damage for a moment; 1×/min | 1.3 s → 3.5 s |
| 4 | Immune II: the same, against monsters and players | 1.3 s → 3.5 s |
| 5 | Berserker: below 30% life, more damage for 10 s; 1×/min | +13% → +35% |
Attack effects come from the elemental hit that landed. Against players, bleeding and punish are worth half; bosses and effect-immune monsters don't bleed and aren't slowed, held or blinded. Radiance level and rank go up in the Chaos Machine like the other Errtels' (rank up needs another Errtel of Radiance).
How to get them#
- Drops, only in the S16 maps (Acheron, Debenter, Uruk, Nars, Ferea and the master maps) and in Atlans: Mithril Fragment (the most common), common pentagrams and — from Uruk onward — rare ones. The master maps also drop Spirit Powder and Elemental Rune. The fixed-element elementals of Acheron and Debenter always drop a rune and powder, and sometimes a rare pentagram of their element.
- Chaos Machine, Elemental tab:
- Mithril: 5 Mithril Fragments of the same element + 10,000 zen (100%).
- Create Errtel: Mithril + Jewel of Bless + 100,000 zen (50%) → Anger 40%, Blessing 30%, Integrity 20%, Divinity 10%, in the Mithril's element.
- Level up: Errtel + Elemental Rune (1, 1, 2, 2, 3, 3, 4, 5, 6, 7) + 100,000 to 600,000 zen. The chance starts at 90% and drops to 30%; on failure only the rune and zen are lost.
- Rank up: Errtel with the current rank's line at +7 or more + another Errtel of the same type + Spirit Powder (1, 3, 6, 9) + 10 Jewel of Bless + 100,000 to 200,000 zen (100%). The Errtel gains a new line at +0.
- Create Errtel of Radiance: Mithril + 3 Elemental Rune + 3 Spirit Powder + 10 Jewel of Bless + 1,000,000 zen (30%), in the Mithril's element.
- 5th slot scroll: the 4 Fragment of Radiance Slot + 5,000,000 zen (100%) → Expansion Scroll of Radiance Slot.
- Change the element: a pentagram with no Errtel socketed, or an Errtel + Talisman of Element Change + 100,000 zen (100%) → the same item with another element, drawn at random. The talisman drops from the fixed-element elementals of Acheron and Debenter (5%) and, rarely, in the master maps.
- Fragment of Radiance Slot drop rarely in the master maps and, with a 10% chance, from the fixed-element elementals of Acheron and Debenter. The Errtel of Radiance drops very rarely in the master maps; the normal way is the Chaos Machine.
Decomposing Errtels and the Elemental Capsule#
Spare Errtels become material.
- Decompose a loose Errtel (Chaos Machine, Decompose recipe, 300 zen, 100%): gives 1 Elemental Powder + the usual Spirit Powder (1 per Errtel rank).
- Elemental Capsule: 10 Elemental Powder + 500,000 zen (Chaos Machine, Elemental tab, 100%).
- The capsule opens with a right-click and gives one of these:
| What comes out | Chance |
|---|---|
| Errtel of Radiance | ~1.6% |
| 3 Spirit Powder | ~25% |
| a Fragment of Radiance Slot | ~25% |
| runes or Elemental Powder back (3 or 5 Elemental Rune; 2, 5, 10 or 15 Elemental Powder) | ~41% |
| a common pentagram | ~8% |
| a unique pentagram (very rare) | ~0.16% |
With a full inventory the capsule doesn't open — and nothing is spent.
Elemental attribute of the 4th wings#
A 4th wing can gain an elemental attribute, which adds to your pentagram while it is worn (with no pentagram equipped it gives nothing).
- Create — Chaos Machine, Elemental tab: the wing + 1 loose Errtel (any type and element) + 9 Golden Sentence + 3 Greater Spirit Stone + 1,000,000 zen. The chance comes from the Errtel's highest level: +0 1%, +3 5%, +4 15%, +5 25%, +6 40%, +7 50%, +8 60%, +9 75%, +10 90%. On success the wing gains Elemental Defense at +0 and, with a 7.5% chance, one additional option (elemental damage, attack success rate or defense success rate). The Errtel and the materials are spent either way; the wing stays.
- Raise — the wing + Elemental Rune (1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 by level) + 1 to 8 million zen. The chance starts at 90% at +0 and drops 6 points per level, down to 6% at +14. The cap is +15; on failure only the runes and the zen are lost.
| Level | Elemental defense |
|---|---|
| +0 | +6 |
| +5 | +19 |
| +10 | +33 |
| +15 | +48 |
Golden Sentence and Greater Spirit Stone drop on the master maps and from the fixed-element elementals of Acheron and Debenter.
Elemental talismans#
- Elemental Talisman of Luck: +1% chance each, up to 10, on creating an Errtel, creating an Errtel of Radiance, raising an Errtel's level and on the wing attribute.
- Elemental Talisman of Chaos: on failure, keeps the key item — the Mithril when creating an Errtel and the Errtel when creating the wing attribute.
Both drop rarely on the master maps and from the fixed-element elementals.
Mastery (S16 P1-3)#
The top of the elemental system: mastery pentagrams, mastery Errtels (I) with a set, and the two Emblems that create them.
Mastery pentagrams#
| Pentagram | Made from | Level | Elemental attack (+0 → +15) | Defense (+0 → +15) | Options |
|---|---|---|---|---|---|
| Brilliant Orb (I) | rare | total 800 | 57~73 → 68~88 | 79 → 90 | pentagram attack and defense +5% (Anger and Radiance at rank 1 +7) · pentagram defense +10% (Blessing and Divinity at rank 2) · elemental critical +25% (Anger and Blessing at rank 3) |
| Antonias' Sword (I) | unique | total 800 | 64~83 → 75~98 | 89 → 100 | perfect dodge +5% (Blessing, Integrity and Divinity at rank 3 +6) · 5% of defense becomes elemental defense (Anger and Blessing at rank 3 +5) |
The level is the total level (400 + Master Level). For comparison: the unique ones (Antonia's Sword, Arca's Prophecy, Kundun's Seal Scroll) give 52~71 at +0 and 64~86 at +15.
Mastery Errtels (I)#
Anger, Blessing, Integrity and Divinity Errtel (I) have the same lines as the regular Errtels, with bigger numbers — for example, rank 1 of Anger (I) at +10 gives +50 elemental damage (the regular one, +42). They only fit a mastery pentagram. The level goes up in the Chaos Machine like the others, with 1 to 10 Elemental Runes and 1 to 7 million zen, at lower chances (65% at +1, 30% at +10 of rank 1). There is no Radiance (I).
Sets#
Each Errtel (I) is born with a random set (50% each). Socketed in the mastery pentagram, with its same element:
| Set | 2 pieces | 4 pieces |
|---|---|---|
| Fighting Spirit | elemental attack +5 | + elemental damage +13 and damage against monsters +0.43% |
| Passionate | elemental defense +4 | + pentagram defense +10% and defense against monsters +3 |
Two of one set and two of the other light both 2-piece bonuses. The pentagram tooltip shows the socketed sets and what is lit; the Errtel (I) tooltip shows its set.
How to create them (Chaos Machine, Elemental tab)#
- Mastery pentagram: a rare or unique pentagram +11 to +15 + Pentagram Emblem + 5 Elemental Runes + 5 Spirit Powder + 10 Jewels of Bless + 10 Jewels of Soul + Jewel of Creation + 10,000,000 zen. Chance by +level: +11 60%, +12 70%, +13 80%, +14 90%, +15 100% (Elemental Talisman of Luck +1% each). The rare one becomes Brilliant Orb (I) and the unique one Antonias' Sword (I) in place, with the same +level, element, open sockets and socketed Errtels. On failure the Emblem and the materials are lost (with the Elemental Talisman of Chaos the Emblem comes back); the pentagram stays.
- Mastery Errtel: a rank 5 Errtel (Anger, Blessing, Integrity or Divinity) with its rank 5 line at +7 or higher + Ertel Emblem + 3 Elemental Runes + 3 Spirit Powder + 10 Jewels of Bless + 5,000,000 zen. Chance: +7 50%, +8 65%, +9 80%, +10 100%. The Errtel becomes the (I) of the same type, keeping element, lines and levels, and gets its set. On failure, as above.
- Change the set: a loose Errtel (I) + Ertel Emblem + 1,000,000 zen (100%) → the other set.
The Emblems are sold at the Ruud Shop (Priest James and Adniel, in Elbeland): Pentagram Emblem 30,000 Ruud, Ertel Emblem 20,000 Ruud.
Monsters hit elemental too#
S16 monsters with an element (Acheron onward) hit a second, elemental number along with the normal hit — about 7% more damage on whoever has no pentagram. Elemental defense (Blessing), elemental evasion (Divinity and the "against monsters" line), absorption and pentagram options hold that hit back; and having the element that beats the monster's makes it hit at 90%.
Against players#
The elemental hit also works in PvP, at half strength, and only drains SD while the target has SD. The target's elemental defense and evasion (Blessing, Divinity) hold it back.
How much it is worth#
With a rare +9 pentagram and an Errtel of Anger at rank 3, the elemental hit adds about 10% to 15% to the normal hit on an Acheron monster. With the unique +15 pentagram and a maxed Errtel of Anger, against the weak element, it goes past 40%; with all 5 Errtels at rank 5 +10, the elemental hit gets close to the normal hit (about +110%). A full mastery pentagram, with the 4 Errtels (I) and the full set, reaches about +145% — total damage about 18% above the full unique.