Last updated: September 7, 2026

On this page: Story · Stats & Class Line · The Bond · Magic Circles · All Skills · Master Tree · Orb Ladder · Mage Shields · Early Sets · Set Ladder · Ancient Sets · Wings · How to Play · FAQ · 4th Skill Tree

MU Online Lemuria Mage – Skills, Orbs, Magic Circles & Guide

The Lemuria Mage is the only caster in MU Online who carries a real shield that also raises her damage. Her Imperial Mage Shield adds 157 defense and 382 Magic Power at the same time — the highest Magic Power on any shield in the game. Every other late-generation caster either gives up the off-hand entirely or fills it with a book that has no defense at all.

MU Online Lemuria Mage in the Imperial Mage set with the Wings of Eternity
The Lemuria Mage in the level 1,600 Imperial Mage set with the Wings of Eternity — rendered from the Season 21 client.

How the Lemuria Mage Looks at Every Evolution

The base character model at each class change, rendered from the game client’s own player files — no armour equipped, so you can see exactly what the evolution itself changes.

MU Online Lemuria Mage Lemuria appearance
Lemuria
Base
MU Online Lemuria Mage War Mage appearance
War Mage
2nd class
MU Online Lemuria Mage Arch Mage appearance
Arch Mage
3rd class
MU Online Lemuria Mage Mystic Mage appearance
Mystic Mage
4th class

Story

The Lemuria Mage arrived with the newest wave of classes, alongside the Illusion Knight. She is a wizard by inheritance — her base spell list is the classic Dark Wizard book, Fire Ball through Inferno and Decay — but the four skills built on top of it are hers alone: Magical Shot, Marvel Burst, Unleash Marvel and Ultimate Force.

She is also half of the only paired class mechanic in the game. Party her with an Illusion Knight and a Bond forms between the two characters — a visible cord that raises both their damage and hurts monsters that touch it.

Stats & Class Line

PropertyLemuria Mage
WeaponOrbs — 19 of them, and they carry both physical damage and Magic Power
Off-handShields, 20 of them — 12 are Mage Shields that add Magic Power
Master tree69 nodes
Back slotWings — Heaven, Soul, Eternal, Storm’s, Eternity
Attack speed30 on every mastery orb
Highest requirement1,250 Energy for Ultimate Force
Signature mechanicThe Bond with the Illusion Knight — the only paired class mechanic in MU

Class-quest gates follow the standard schedule: 400 for 3rd class, 800 for 4th, 1,200 for 5th.

TierWhat opens up
1stThe inherited wizard list up to Plasma Storm at 110; Mage Pad, Sphinx, Legendary and Noble Pixie sets
2ndTeleport Ally, Ice Storm, Decay, Expansion of Wizardry; the Finesse set at 380
3rdLevel 400 – 800: Eternal Wings, the Geist set, Blood Angel through Holy Angel Mage, and the first Mage Shields
4thLevel 800 – 1,500: Storm’s Wings, Soul through Lightning Mage, and the Magic Circle system that every class shares
5thLevel 1,200+: Wings of Eternity, Temple Guard and Imperial Mage

The Bond – MU’s Only Paired Class Mechanic

Four separate buff entries in BuffEffectManager.xml exist purely to describe what happens when a Lemuria Mage and an Illusion Knight join the same party. Nothing else in the game works this way.

BuffWhat the server file says it does
Bond – InactiveThe default state. The bond buff is dormant until a Lemuria Mage and an Illusion Knight are in a party together.
BondDamage increases for both bonded characters.
Bond – Party MemberDamage also increases for the rest of the party, at a different rate to the bonded pair.
Bond – MonstersA visible cord forms between the two characters. Monsters that touch the cord take damage.
This is the strongest reason to roll a Lemuria Mage on a server with an active Illusion Knight population. The bond costs no mana, no AG and no skill points — it activates from party composition alone, and the cord is an area damage source you get for free while you walk. On a duo account it is effectively a permanent party buff plus a moving damage field.
The exact numbers are server-side. The buff definitions name the effect but the damage percentages live in the server’s calculation files and are routinely retuned by private servers. Treat the mechanic as confirmed and the magnitude as something to test on your own server.

Magic Circles – The 4th-Class Debuff System

To be clear about what this is: Magic Circles are not exclusive to the Lemuria Mage. All thirteen classes get the same 55 nodes at 4th class — we checked every class flag in SkillList.xml and the count is identical for all of them. We are documenting it here because it is the least-explained system in modern MU and because it matters more to her than to most: her spam skill has no cooldown, so she seeds circles faster than a class built around slow, heavy hits.

Every attack has a chance to leave a magic circle on the ground. Circles come in three flavours, each with a base form and an upgraded form:

TrackBase circleUpgraded circleFinisher
PoisonPoison Magic CircleAddictionPoison Storm
ColdChilling Magic CircleFreezingFrozen Slayer
BloodBleeding Magic CircleHemorrhageBloodying Hit

Each track gets the same eight kinds of node, which is why the block is so large:

Node typeEffect
Increase chance to createHow often your attacks drop a circle at all
Damage EnhancementRaw damage the circle does
Increase DurationHow long the circle stays on the ground
Increase debuff rangeHow large the circle is
Increase debuff target countHow many enemies one circle can affect
Increase Debuff Success RateChance the debuff actually lands
Increase chance to enhanceChance a base circle upgrades to Addiction / Freezing / Hemorrhage
Explosion Infection EffectThe finisher detonates the circle and spreads it
Pick one track and finish it. The nodes are per-track, so points spread across all three give you three weak circles instead of one that reliably lands, upgrades and detonates. The create-chance and success-rate nodes are the ones that make the system work at all — damage nodes are worthless on a circle that never appears.
Poison Storm, Frozen Slayer and Bloodying Hit all cost 40 mana and 30 AG on a 1-second cooldown at range 6. They are identical in cost; the only difference is which circle they detonate. Whichever track you invested in is the finisher you press.

All Lemuria Mage Skills – Level, Cost, Range & Role

Pulled directly from the server skill table (Season 21 files), in unlock order: every skill the Lemuria Mage line can learn from creation to 5th class, and what it is for. Lv is the character level, Req the stat gate, AG the ability-gauge cost, Range in tiles, CD cooldown (buff duration in brackets). Shared utility (Stun, Swell Mana, Invisibility, the Crywolf spells) and master-tree skills are not repeated here.

SkillClassLvReqDmgManaAGRangeCDLearned fromWhat it means in play
LanceLemuria Mage90150106Start90 base damage for 150 mana.
Magical ShotLemuria Mage23016Skill orb / scroll / questYour first real attack, 30 damage for 1 mana.
Fire BallLemuria Mage5ENE 40836Scroll of Fire Ball8 base damage for 3 mana.
Beginner BlessLemuria Mage8ENE 52206Beginner Bless BeadBuff / utility, range 6.
Power WaveLemuria Mage9ENE 561456Scroll of Power Wave14 base damage for 5 mana.
Beginner Basic Defense ImprovementLemuria Mage13ENE 72306Skill orb / scroll / questBuff / utility, range 6.
LightningLemuria Mage13ENE 7217156Lightning Orb17 base damage for 15 mana.
Beginner Attack Power ImprovementLemuria Mage18ENE 92406Skill orb / scroll / questBuff / utility, range 6.
MeteoriteLemuria Mage21ENE 10421126Scroll of Meteorite21 base damage for 12 mana.
Marvel BurstLemuria Mage25ENE 1047056Skill orb / scroll / quest70 damage for 5 mana. Replaces everything above it.
IceLemuria Mage25ENE 12010386Scroll of Ice10 base damage for 38 mana.
PoisonLemuria Mage30ENE 14012426Scroll of Poison12 base damage for 42 mana.
FlameLemuria Mage35ENE 16025506Scroll of Flame25 base damage for 50 mana.
TwisterLemuria Mage40ENE 18035606Scroll of Twister35 base damage for 60 mana.
Unleash MarvelLemuria Mage45ENE 70013550610 sSkill orb / scroll / quest135 damage, 10s cooldown, 700 Energy gate.
Blessing of ExperienceLemuria Mage5058Skill orb / scroll / questParty experience buff; almost free to keep running.
HellfireLemuria Mage60ENE 2601201603Scroll of Hellfire120 damage but range drops to 3.
InfernoLemuria Mage88ENE 7241002004Scroll of Inferno100 base damage for 200 mana.
Archangel's willLemuria Mage100150self90 s (30 min)Item skill30-minute self buff on a 90-second recast — cast before you leave town.
Teleport AllyWarmage83ENE 64490256Scroll of Teleport AllyBuff / utility, range 6.
Ice StormWarmage93ENE 8498010056Scroll of Ice Storm80 base damage for 100 mana.
DecayWarmage96ENE 9539511076Scroll of Decay95 base damage for 110 mana.
Beginner RecoveryWarmage100ENE 16840106Beginner Recovery BeadBuff / utility, range 6.
Plasma StormWarmage11060502061.5 sSkill orb / scroll / questCheap control on a 1.5s cooldown.
Expansion of WizardryWarmage220ENE 1,058200506Skill orb / scroll / quest1,058 Energy. The big pre-fight buff.
Ultimate ForceArchmage160ENE 1,25018092473rd class skillRange 7 and 180 damage — if you have 1,250 Energy.
Ultimate Storm of Saturation5th class160ENE 1,25018095675th class change5th-class upgrade of Ultimate Storm.
Watch the AG column, not the mana column. Marvel Burst, Unleash Marvel and every inherited spell cost zero AG. The circle finishers cost 30 AG each on a 1-second cooldown, which is the one thing in her kit that will actually run you dry — ten detonations is 300 AG. Expansion of Wizardry costs another 50 up front.

Master Skill Tree – 69 Nodes

From SkillTreeData_3rd.xml, class ID 4096. Sixty-nine nodes puts her joint fourth-largest with the Grow Lancer, behind the Magic Gladiator (77), the Elf (75) and the Dark Knight (70).

GroupNodesWhat is in it
Defensive core13Defense Increase, Defense Success Rate, Armor Set Bonus, Steel Armor, Protection Shield, Shield Block, Max HP Boost, Maximum Life / Mana / AG Increase, Elemental DEF Increase
Orb and shield4Orb Strengthener, Orb Mastery, Shield Strengthener, Shield Mastery
Her own attacks4Marvel Burst Strengthener + Mastery, Unleash Marvel Strengthener + Mastery
Inherited spells5Flame Strengthener, Ice Strengthener, Ice Storm Strengthener, Inferno Strengthener, Magic Mastery
Wizardry output4Minimum / Maximum Wizardry Increase, Grand Magic PowUp, Absorb Life
Expansion of Wizardry2Power Up and Mastery — 40 points on one buff
Wings2Eternal Wings Defense Strengthener, Eternal Wings Attack Strengthener
Beginner buffs5Defense Improvement Strengthener + Mastery, Attack Power Improvement Strengthener + Mastery, Beginner Bless Strengthener
Utility4Cure, Earth Prison, Earth Prison Strengthener, Intensive Care Strengthener
Stats and recovery13Energy / Stamina / Agility / Strength Increase, the three Durability Reductions, SD and HP and Mana and AG recovery nodes
Damage procs9Critical, excellent, double and triple damage rate, ignore-defense chance, Vengeance, Attack Rate, Attack Success Rate, Mana Reduction
PvP and misc4PvP Defense Rate, Maximum SD, SD Absorption, the three Monster Attack increments
The four orb-and-shield nodes are the ones nobody expects to matter. Because her Mage Shields carry Magic Power rather than being dead weight, Shield Strengthener and Shield Mastery are feeding an item that is already contributing to your damage. On a Dark Knight those two nodes are pure defense; on her they are both.

Lemuria Mage 4th Master Skill Tree (Season 20+)

The Season 20 4th skill tree replaced the old passive master tree with skill-specific branches. The Lemuria Mage gets 3 branches holding 3 Enhancement SkillsMarvel Burst Mastery, Unleash Marvel Mastery, Ultimate Force — each built around an Enhancement Skill (a boosted version of the base skill) with link nodes that modify it, a debuff proc (a magic circle that spawns on hit) and passives that upgrade the debuff. Group 4 holds the shared finishing skills Poison Storm, Frozen Slayer, Bloodying Hit. Points come from master levels; every node lists its cap and what it needs unlocked first. Text is the client tooltip with the per-point value shown as N.

Branch 1 – Marvel Burst Mastery

NodeTypeMaxNeedsEffect
Marvel Burst Enhancement SkillEnhancement skill20Marvel Burst Mastery 10 ptsIncreases the DMG of Marble Burst by N.
DMG Count +1Link node1515 pts in branchConnected skill attacks add 1 skill DMG.
Increase Additional DMG RateLink node20Connected skill attacks increase the Additional DMG Rate by N%.
Increase RangeLink node1010 pts in branchIncreases the attack range of the connected skill by N tile(s).
Increase TargetLink node1010 pts in branchConnected skill attacks increase the number of targets receiving the DMG by N.
Increase Skill DMGLink node20Connected skill attacks increase the skill DMG by N.
Weapon Magic DMG IncreaseLink node20Increases Magical DMG of weapon by N% when attacking with a chained skill.
Increase chance to create Poison Magic CirclesDebuff proc20When attacking with skill, N% chance to create a Poisoning magic field.
(Magic field lasts 10 seconds/Cooldown 20 seconds)

Inflicts Poison effect(DOT) to up to 7 targets.
Increase chance to create Chilling Magic CircleDebuff proc20When attacking with skill, N% chance to create a Freezing magic field.
(Magic field lasts 10 seconds/Cooldown 20 seconds)

Inflicts Freeze effect(slow and DEF reduction) to up to 7 targets.
Poison Damage EnhancementPassive30Increase chance to create Poison Magic Circles 10 ptsIncreases the poison DoT DMG of Poisoning by N.
Increase Poison debuff target countPassive20Increase chance to create Poison Magic Circles 10 ptsIncreases the number of targets affected by debuff within the Poisoning magic field by N.
Increase Poison Debuff Success RatePassive30Increase chance to create Poison Magic Circles 10 ptsIncreases the success chance of inflicting the Poisoning debuff by N.
Increase Poison debuff rangePassive20Increase chance to create Poison Magic Circles 10 ptsIncreases the AOE of the Poisoning magic field by N.
Increase chance to enhance to Addiction Magic CirclePassive10Increase chance to create Poison Magic Circles 10 ptsPoisoned targets are applied with a Toxic Debuff success chance every second which inflicts Toxic effects.

Poison damage x2 when affected by Toxic.
Addiction Damage IncreasePassive30Increase chance to enhance to Addiction Magic Circle 10 ptsIncreases the poison DoT DMG of Deadly Poison by N.
Increase Poison debuff target countPassive20Increase chance to enhance to Addiction Magic Circle 10 ptsIncreases the number of targets affected by debuff within the Toxic magic field by N.
Increase Poison Debuff Success RatePassive30Increase chance to enhance to Addiction Magic Circle 10 ptsIncreases the success chance of inflicting the Toxic debuff by N.
Increase Poison Magic Circle DurationPassive10Increase chance to enhance to Addiction Magic Circle 10 ptsIncreases the duration of Poisoning by N second(s).
Chilling Effect EnhancementPassive30Increase chance to create Chilling Magic Circle 10 ptsIncreases the DEF reduction effect of Chilling debuff by N.
Increase Freezing debuff target countPassive20Increase chance to create Chilling Magic Circle 10 ptsIncreases the number of targets affected by debuff within the Freezing magic field by N
Increase Freezing Debuff Success RatePassive30Increase chance to create Chilling Magic Circle 10 ptsIncreases the success chance of inflicting the Freeze debuff by N.
Increase Freezing debuff rangePassive20Increase chance to create Chilling Magic Circle 10 ptsIncreases the AOE of the Freezing magic field by N.
Increase chance to enhance to Freezing Magic CirclePassive10Increase chance to create Chilling Magic Circle 10 ptsFrozen targets are applied with a Frostbite Debuff success chance every second which inflicts Frostbite effects.

Attack Speed is slowed when affected by Frostbite.
Freezing Damage IncreasePassive30Increase chance to enhance to Freezing Magic Circle 10 ptsIncreases the attack speed reduction effect of Frostbite debuff by N%.
Increase Freezing debuff target countPassive20Increase chance to enhance to Freezing Magic Circle 10 ptsIncreases the number of targets affected by debuff within the Frostbite magic field by N.
Increase Freezing Debuff Success RatePassive30Increase chance to enhance to Freezing Magic Circle 10 ptsIncreases the success chance of inflicting the Frostbite debuff by N.
Increase Chilling Magic Circle DurationPassive10Increase chance to enhance to Freezing Magic Circle 10 ptsIncreases the duration of Chilling debuff by N second(s).
Additional chance to enhance to Poison Magic CirclesPassive20Increase chance to create Poison Magic Circles 10 ptsChance to create Poisoning magic field increased by additional N%.
Additional Addiction Damage EnhancementPassive30Addiction Damage Increase 10 ptsAdditionally increases the poison DoT DMG of Deadly Poison debuff by N.
Increased Poison / Poison Debuff target countPassive20Increase Poison debuff target count 10 pts, Increase Poison debuff target count 10 ptsIncreases the number of targets affected by debuff within the Poisoning/Toxic magic field by N.
Increase Poison Debuff Success RatePassive30Increase Poison Debuff Success Rate 10 ptsAdditionally increases the success chance of inflicting the Poisoning debuff by N.
Increase Poison Debuff Success RatePassive30Increase Poison Debuff Success Rate 10 ptsAdditionally increases the success chance of inflicting the Toxic debuff by N.
Additional chance to enhance to Freezing Magic CirclePassive20Increase chance to create Chilling Magic Circle 10 ptsChance to create Freezing magic field increased by additional N%.
Additional Freezing Effect EnhancementPassive30Freezing Damage Increase 10 ptsAdditionally increases the attack speed reduction effect of Frostbite debuff by N%.
Increased Freezing / Freezing Debuff target countPassive20Increase Freezing debuff target count 10 pts, Increase Freezing debuff target count 10 ptsIncreases the number of targets affected by debuff within the Freezing/Frostbite magic field by N.
Increase Freezing Debuff Success RatePassive30Increase Freezing Debuff Success Rate 10 ptsAdditionally increases the success chance of inflicting the Freeze debuff by N.
Increase Freezing Debuff Success RatePassive30Increase Freezing Debuff Success Rate 10 ptsAdditionally increases the success chance of inflicting the Frostbite debuff by N.

Branch 2 – Unleash Marvel Mastery

NodeTypeMaxNeedsEffect
Unleash Marvel Enhancement SkillEnhancement skill20Unleash Marvel Mastery 10 ptsIncreases the DMG of Unleash Marble by N.
Add Splash DMGLink node1010 pts in branchAdds Splash DMG to the connected skills.
Increase Additional DMG RateLink node20Connected skill attacks increase the Additional DMG Rate by N%.
Increase RangeLink node1010 pts in branchIncreases the attack range of the connected skill by N tile(s).
Increase TargetLink node1010 pts in branchConnected skill attacks increase the number of targets receiving the DMG by N.
Increase Skill DMGLink node20Connected skill attacks increase the skill DMG by N.
Weapon Magic DMG IncreaseLink node20Increases Magical DMG of weapon by N% when attacking with a chained skill.
Increase chance to create Chilling Magic CircleDebuff proc20When attacking with skill, N% chance to create a Freezing magic field.
(Magic field lasts 10 seconds/Cooldown 20 seconds)

Inflicts Freeze effect(slow and DEF reduction) to up to 7 targets.
Increase chance to create Poison Magic CirclesDebuff proc20When attacking with skill, N% chance to create a Poisoning magic field.
(Magic field lasts 10 seconds/Cooldown 20 seconds)

Inflicts Poison effect(DOT) to up to 7 targets.
Chilling Effect EnhancementPassive30Increase chance to create Chilling Magic Circle 10 ptsIncreases the DEF reduction effect of Chilling debuff by N.
Increase Freezing debuff target countPassive20Increase chance to create Chilling Magic Circle 10 ptsIncreases the number of targets affected by debuff within the Freezing magic field by N
Increase Freezing Debuff Success RatePassive30Increase chance to create Chilling Magic Circle 10 ptsIncreases the success chance of inflicting the Freeze debuff by N.
Increase Freezing debuff rangePassive20Increase chance to create Chilling Magic Circle 10 ptsIncreases the AOE of the Freezing magic field by N.
Increase chance to enhance to Freezing Magic CirclePassive10Increase chance to create Chilling Magic Circle 10 ptsFrozen targets are applied with a Frostbite Debuff success chance every second which inflicts Frostbite effects.

Attack Speed is slowed when affected by Frostbite.
Freezing Damage IncreasePassive30Increase chance to enhance to Freezing Magic Circle 10 ptsIncreases the attack speed reduction effect of Frostbite debuff by N%.
Increase Freezing debuff target countPassive20Increase chance to enhance to Freezing Magic Circle 10 ptsIncreases the number of targets affected by debuff within the Frostbite magic field by N.
Increase Freezing Debuff Success RatePassive30Increase chance to enhance to Freezing Magic Circle 10 ptsIncreases the success chance of inflicting the Frostbite debuff by N.
Increase Chilling Magic Circle DurationPassive10Increase chance to enhance to Freezing Magic Circle 10 ptsIncreases the duration of Chilling debuff by N second(s).
Poison Damage EnhancementPassive30Increase chance to create Poison Magic Circles 10 ptsIncreases the poison DoT DMG of Poisoning by N.
Increase Poison debuff target countPassive20Increase chance to create Poison Magic Circles 10 ptsIncreases the number of targets affected by debuff within the Poisoning magic field by N.
Increase Poison Debuff Success RatePassive30Increase chance to create Poison Magic Circles 10 ptsIncreases the success chance of inflicting the Poisoning debuff by N.
Increase Poison debuff rangePassive20Increase chance to create Poison Magic Circles 10 ptsIncreases the AOE of the Poisoning magic field by N.
Increase chance to enhance to Addiction Magic CirclePassive10Increase chance to create Poison Magic Circles 10 ptsPoisoned targets are applied with a Toxic Debuff success chance every second which inflicts Toxic effects.

Poison damage x2 when affected by Toxic.
Addiction Damage IncreasePassive30Increase chance to enhance to Addiction Magic Circle 10 ptsIncreases the poison DoT DMG of Deadly Poison by N.
Increase Poison debuff target countPassive20Increase chance to enhance to Addiction Magic Circle 10 ptsIncreases the number of targets affected by debuff within the Toxic magic field by N.
Increase Poison Debuff Success RatePassive30Increase chance to enhance to Addiction Magic Circle 10 ptsIncreases the success chance of inflicting the Toxic debuff by N.
Increase Poison Magic Circle DurationPassive10Increase chance to enhance to Addiction Magic Circle 10 ptsIncreases the duration of Poisoning by N second(s).
Additional chance to enhance to Freezing Magic CirclePassive20Increase chance to create Chilling Magic Circle 10 ptsChance to create Freezing magic field increased by additional N%.
Additional Freezing Effect EnhancementPassive30Freezing Damage Increase 10 ptsAdditionally increases the attack speed reduction effect of Frostbite debuff by N%.
Increased Freezing / Freezing Debuff target countPassive20Increase Freezing debuff target count 10 pts, Increase Freezing debuff target count 10 ptsIncreases the number of targets affected by debuff within the Freezing/Frostbite magic field by N.
Increase Freezing Debuff Success RatePassive30Increase Freezing Debuff Success Rate 10 ptsAdditionally increases the success chance of inflicting the Freeze debuff by N.
Increase Freezing Debuff Success RatePassive30Increase Freezing Debuff Success Rate 10 ptsAdditionally increases the success chance of inflicting the Frostbite debuff by N.
Additional chance to enhance to Poison Magic CirclesPassive20Increase chance to create Poison Magic Circles 10 ptsChance to create Poisoning magic field increased by additional N%.
Additional Addiction Damage EnhancementPassive30Addiction Damage Increase 10 ptsAdditionally increases the poison DoT DMG of Deadly Poison debuff by N.
Increased Poison / Poison Debuff target countPassive20Increase Poison debuff target count 10 pts, Increase Poison debuff target count 10 ptsIncreases the number of targets affected by debuff within the Poisoning/Toxic magic field by N.
Increase Poison Debuff Success RatePassive30Increase Poison Debuff Success Rate 10 ptsAdditionally increases the success chance of inflicting the Poisoning debuff by N.
Increase Poison Debuff Success RatePassive30Increase Poison Debuff Success Rate 10 ptsAdditionally increases the success chance of inflicting the Toxic debuff by N.

Branch 3 – Ultimate Force

NodeTypeMaxNeedsEffect
Ultimate Force Enhancement SkillEnhancement skill20Ultimate Force (learned)Increases the DMG of Ultimate Force by N.
DMG Count +1Link node1515 pts in branchConnected skill attacks add 1 skill DMG.
Increase Additional DMG RateLink node20Connected skill attacks increase the Additional DMG Rate by N%.
Increase RangeLink node1010 pts in branchIncreases the attack range of the connected skill by N tile(s).
Increase TargetLink node1010 pts in branchConnected skill attacks increase the number of targets receiving the DMG by N.
Increase Skill DMGLink node20Connected skill attacks increase the skill DMG by N.
Weapon Magic DMG IncreaseLink node20Increases Magical DMG of weapon by N% when attacking with a chained skill.
Increase chance to create Bleeding Magic CircleDebuff proc20When attacking with skill, N% chance to create a Bleeding magic field.
(Magic field lasts 10 seconds/Cooldown 20 seconds)

Inflicts Bleed(additional damage) effects to up to 7 targets.
Increase chance to create Poison Magic CirclesDebuff proc20When attacking with skill, N% chance to create a Poisoning magic field.
(Magic field lasts 10 seconds/Cooldown 20 seconds)

Inflicts Poison effect(DOT) to up to 7 targets.
Bleeding Damage EnhancementPassive30Increase chance to create Bleeding Magic Circle 10 ptsIncreases the bleeding DMG of Bleeding debuff by N.
Increase Hemorrhage debuff target countPassive20Increase chance to create Bleeding Magic Circle 10 ptsIncreases the number of targets affected by debuff within the Bleeding magic field by N.
Increase Hemorrhage Debuff Success RatePassive30Increase chance to create Bleeding Magic Circle 10 ptsIncreases the success chance of inflicting the Bleeding debuff by N.
Increase Hemorrhage debuff rangePassive20Increase chance to create Bleeding Magic Circle 10 ptsIncreases the AOE of the Bleeding magic field by N.
Increase chance to enhance to Hemorrhage Magic CirclePassive10Increase chance to create Bleeding Magic Circle 10 ptsBleeding targets are applied with a Severe Bleeding Debuff success chance every second which inflicts Severe Bleeding effects.

Bleeding damage x2 when affected by Severe Bleeding.
Hemorrhage Damage IncreasePassive30Increase chance to enhance to Hemorrhage Magic Circle 10 ptsIncreases the bleeding DMG of Hemorrhage debuff by N.
Increase Hemorrhage debuff target countPassive20Increase chance to enhance to Hemorrhage Magic Circle 10 ptsIncreases the number of targets affected by the Severe the Bleeding magic field by N.
Increase Hemorrhage Debuff Success RatePassive30Increase chance to enhance to Hemorrhage Magic Circle 10 ptsIncreases the success chance of inflicting the Severe Bleeding debuff by N.
Increase Bleeding Magic Circle DurationPassive10Increase chance to enhance to Hemorrhage Magic Circle 10 ptsIncreases the duration of Bleeding debuff by N second(s).
Poison Damage EnhancementPassive30Increase chance to create Poison Magic Circles 10 ptsIncreases the poison DoT DMG of Poisoning by N.
Increase Poison debuff target countPassive20Increase chance to create Poison Magic Circles 10 ptsIncreases the number of targets affected by debuff within the Poisoning magic field by N.
Increase Poison Debuff Success RatePassive30Increase chance to create Poison Magic Circles 10 ptsIncreases the success chance of inflicting the Poisoning debuff by N.
Increase Poison debuff rangePassive20Increase chance to create Poison Magic Circles 10 ptsIncreases the AOE of the Poisoning magic field by N.
Increase chance to enhance to Addiction Magic CirclePassive10Increase chance to create Poison Magic Circles 10 ptsPoisoned targets are applied with a Toxic Debuff success chance every second which inflicts Toxic effects.

Poison damage x2 when affected by Toxic.
Addiction Damage IncreasePassive30Increase chance to enhance to Addiction Magic Circle 10 ptsIncreases the poison DoT DMG of Deadly Poison by N.
Increase Poison debuff target countPassive20Increase chance to enhance to Addiction Magic Circle 10 ptsIncreases the number of targets affected by debuff within the Toxic magic field by N.
Increase Poison Debuff Success RatePassive30Increase chance to enhance to Addiction Magic Circle 10 ptsIncreases the success chance of inflicting the Toxic debuff by N.
Increase Poison Magic Circle DurationPassive10Increase chance to enhance to Addiction Magic Circle 10 ptsIncreases the duration of Poisoning by N second(s).
Additional chance to enhance to Hemorrhage Magic CirclePassive20Increase chance to create Bleeding Magic Circle 10 ptsChance to create Bleeding magic field increased by additional N%.
Additional Hemorrhage Effect EnhancementPassive30Hemorrhage Damage Increase 10 ptsAdditionally increases the bleeding DMG of Hemorrhage debuff by N.
Increased Hemorrhage / Hemorrhage Debuff target countPassive20Increase Hemorrhage debuff target count 10 pts, Increase Hemorrhage debuff target count 10 ptsIncreases the number of targets affected by debuff within the Bleeding/Severe Bleeding magic field by N.
Increase Hemorrhage Debuff Success RatePassive30Increase Hemorrhage Debuff Success Rate 10 ptsAdditionally increases the success chance of inflicting the Bleeding debuff by N.
Increase Hemorrhage Debuff Success RatePassive30Increase Hemorrhage Debuff Success Rate 10 ptsAdditionally increases the success chance of inflicting the Severe Bleeding debuff by N.
Additional chance to enhance to Poison Magic CirclesPassive20Increase chance to create Poison Magic Circles 10 ptsChance to create Poisoning magic field increased by additional N%.
Additional Addiction Damage EnhancementPassive30Addiction Damage Increase 10 ptsAdditionally increases the poison DoT DMG of Deadly Poison debuff by N.
Increased Poison / Poison Debuff target countPassive20Increase Poison debuff target count 10 pts, Increase Poison debuff target count 10 ptsIncreases the number of targets affected by debuff within the Poisoning/Toxic magic field by N.
Increase Poison Debuff Success RatePassive30Increase Poison Debuff Success Rate 10 ptsAdditionally increases the success chance of inflicting the Poisoning debuff by N.
Increase Poison Debuff Success RatePassive30Increase Poison Debuff Success Rate 10 ptsAdditionally increases the success chance of inflicting the Toxic debuff by N.

Group 4 – finishing skills

NodeTypeMaxNeedsEffect
Poison StormEnhancement skill1010 pts in branchWhen Poison Storm skill is cast on targets affected by Toxic, a Toxic explosion damage is applied. Upgrading additional options will apply them to the skill.
Frozen SlayerEnhancement skill1010 pts in branchWhen Frozen Slayer skill is cast on targets affected by Frostbite, a Frostbite explosion damage is applied. Upgrading additional options will apply them to the skill.
Bloodying HitEnhancement skill1010 pts in branchWhen Bleeding Hit skill is cast on targets affected by Severe Bleeding, a Severe Bleeding explosion damage is applied. Upgrading additional options will apply them to the skill.
Poison Storm Blast Infection EffectPassive2010 pts in branchIncreases the AOE of the explosion in Poison Storm by N.
Poison Storm Damage EnhancementPassive20Increases the explosion DMG of Poison Storm by N.
Poison Storm Blast Infection EffectPassive1010 pts in branchDebuff spreads to N targets surrounding the target damaged by Poison Storm. Debuff stage on affected targets are increased by 1. (Normal > Poison > Toxic)
Poison Storm Damage EnhancementPassive20Additionally increases the explosion damage of Poison Storm by N.
Frozen Slayer Explosion Infection EffectPassive2010 pts in branchIncreases the AOE of the explosion in Frozen Slayer by N.
Frozen Slayer Damage EnhancementPassive20Increases the explosion DMG of Frozen Slayer by N.
Frozen Slayer Explosion Infection EffectPassive1010 pts in branchDebuff spreads to N targets surrounding the target damaged by Frozen Slayer. Debuff stage on affected targets are increased by 1. (Normal > Frozen > Frostbite)
Frozen Slayer Damage EnhancementPassive20Additionally increases the explosion damage of Frozen Slayer by N.
Bloodying Hit Explosion Infection EffectPassive2010 pts in branchIncreases the AOE of the explosion in Bleeding Hit by N.
Bloodying Hit Damage EnhancementPassive20Increases the explosion DMG of Bloodying Hit by N.
Bloodying Hit Explosion Infection EffectPassive1010 pts in branchDebuff spreads to N targets surrounding the target damaged by Bleeding Hit. Debuff stage on affected targets are increased by 1. (Normal > Bleeding > Severe Bleeding)
Bloodying Hit Damage EnhancementPassive20Additionally increases the explosion damage of Bleeding Hit by N.

Orb Ladder – Every Tier Rendered

Her orbs are unusual: they carry both a physical damage range and a Magic Power value, and the physical number is the larger of the two at every mastery tier. Rendered from the client’s own models.

MU Online Royal Orb for the Lemuria Mage
Royal Orb
41 Magic Power
MU Online Spinel Orb for the Lemuria Mage
Spinel Orb
Lv 380 · 130 Magic Power
MU Online Almandin Orb for the Lemuria Mage
Almandin Orb
Lv 400 · 150 Magic Power
MU Online Blessed Archangel's Absolute Orb for the Lemuria Mage
Blessed Archangel's Absolute Orb
258 Magic Power
MU Online Blood Angel Orb for the Lemuria Mage
Blood Angel Orb
Lv 400 · 155 Magic Power
MU Online Dark Angel Orb for the Lemuria Mage
Dark Angel Orb
Lv 600 · 175 Magic Power
MU Online Holy Angel Orb for the Lemuria Mage
Holy Angel Orb
Lv 800 · 223 Magic Power
MU Online Soul Orb for the Lemuria Mage
Soul Orb
Lv 900 · 255 Magic Power
MU Online Blue Eye Orb for the Lemuria Mage
Blue Eye Orb
Lv 1,000 · 278 Magic Power
MU Online Silver Heart Orb for the Lemuria Mage
Silver Heart Orb
Lv 1,100 · 300 Magic Power
MU Online Manticore Orb for the Lemuria Mage
Manticore Orb
Lv 1,200 · 322 Magic Power
MU Online Brilliant Orb for the Lemuria Mage
Brilliant Orb
Lv 1,300 · 343 Magic Power
MU Online Apocalypse Orb for the Lemuria Mage
Apocalypse Orb
Lv 1,400 · 366 Magic Power
MU Online Lightning Orb for the Lemuria Mage
Lightning Orb
Lv 1,500 · 386 Magic Power
MU Online Temple Guard Orb for the Lemuria Mage
Temple Guard Orb
Lv 1,500 · 498 Magic Power
MU Online Imperial Orb for the Lemuria Mage
Imperial Orb
Lv 1,600 · 594 Magic Power

The same ladder as numbers:

OrbLevelMagic PowerDamageStepSTRAGIEnergy
Royal Orb4117–1831021
Myotis Orb7023–25+29732740
Spinel Orb38013066–74+609335159
Almandin Orb40015086–94+209941217
Blessed Archangel's Absolute Orb258283–293+1089742167
Blood Angel Orb400155210–220+-1038213277
Dark Angel Orb600175225–235+208621291
Holy Angel Orb800223245–255+488723318
Soul Orb900255275–285+328725325
Blue Eye Orb1,000278304–314+2316065523
Silver Heart Orb1,100300334–344+2216469535
Manticore Orb1,200322364–374+2216469535
Brilliant Orb1,300343394–404+2116469535
Apocalypse Orb1,400366424–434+2316469535
Lightning Orb1,500386454–464+2016469535
Temple Guard Orb1,500498579–589+11215964530
Imperial Orb1,600594704–714+9615964530
The Blessed Archangel’s Absolute Orb is the best thing you can hold for most of the mid-game. At 258 Magic Power with no level requirement it beats Blood Angel (155), Dark Angel (175) and Holy Angel (223) outright, and nearly matches the level-900 Soul Orb (255) — while needing only 167 Energy against Soul’s 325. If you can get one, skip three mastery tiers.
Both Legendary orbs are easier to wear than the mastery orbs below them. Temple Guard and Imperial need 159 STR / 64 AGI / 530 ENE; Silver Heart through Lightning all need 164 / 69 / 535. You do not need to save stats for the jump — if you can hold a Lightning Orb you can already hold an Imperial one.

Mage Shields – The Part That Makes Her Different

Twelve shields that carry Magic Power as well as defense. Only one other class in MU Online gets this — the Rune Wizard, whose best tops out at 363 against her 382.

MU Online Blood Angel Mage Shield for the Lemuria Mage
Blood Angel Mage Shield
Lv 400 · 26 def · 50 MP
MU Online Dark Angel Mage Shield for the Lemuria Mage
Dark Angel Mage Shield
Lv 600 · 36 def · 65 MP
MU Online Holy Angel Mage Shield for the Lemuria Mage
Holy Angel Mage Shield
Lv 800 · 46 def · 85 MP
MU Online Soul Mage Shield for the Lemuria Mage
Soul Mage Shield
Lv 900 · 56 def · 98 MP
MU Online Blue Eye Mage Shield for the Lemuria Mage
Blue Eye Mage Shield
Lv 1,000 · 66 def · 110 MP
MU Online Silver Heart Mage Shield for the Lemuria Mage
Silver Heart Mage Shield
Lv 1,100 · 76 def · 122 MP
MU Online Manticore Mage Shield for the Lemuria Mage
Manticore Mage Shield
Lv 1,200 · 86 def · 134 MP
MU Online Brilliant Mage Shield for the Lemuria Mage
Brilliant Mage Shield
Lv 1,300 · 96 def · 146 MP
MU Online Apocalypse Mage Shield for the Lemuria Mage
Apocalypse Mage Shield
Lv 1,400 · 106 def · 160 MP
MU Online Lightning Mage Shield for the Lemuria Mage
Lightning Mage Shield
Lv 1,500 · 116 def · 174 MP
MU Online Temple Guard Mage Shield for the Lemuria Mage
Temple Guard Mage Shield
Lv 1,500 · 123 def · 285 MP
MU Online Imperial Mage Shield for the Lemuria Mage
Imperial Mage Shield
Lv 1,600 · 157 def · 382 MP
ShieldLevelDefenseMagic PowerMP step
Blood Angel Mage Shield4002650
Dark Angel Mage Shield6003665+15
Holy Angel Mage Shield8004685+20
Soul Mage Shield9005698+13
Blue Eye Mage Shield1,00066110+12
Silver Heart Mage Shield1,10076122+12
Manticore Mage Shield1,20086134+12
Brilliant Mage Shield1,30096146+12
Apocalypse Mage Shield1,400106160+14
Lightning Mage Shield1,500116174+14
Temple Guard Mage Shield1,500123285+111
Imperial Mage Shield1,600157382+97
Level 1,500 is her one enormous power spike, and it lands three times at once. Lightning to Temple Guard adds 112 Magic Power on the orb, 111 on the shield and 343 defense on the set — in a single step, at the same level. Nothing else in her progression comes close; the Imperial step at 1,600 adds only 116 set defense by comparison.

Early Sets – What to Wear Before 400

Her own armour below the mastery tiers, worn on the character.

MU Online Mage Pad set worn by a Lemuria Mage
Mage Pad
24 def
MU Online Mage Sphinx set worn by a Lemuria Mage
Mage Sphinx
75 def
MU Online Mage Legendary set worn by a Lemuria Mage
Mage Legendary
174 def
MU Online Noble Pixie set worn by a Lemuria Mage
Noble Pixie
Lv 1 · 136 def
MU Online Finesse set worn by a Lemuria Mage
Finesse
Lv 380 · 190 def
MU Online Geist set worn by a Lemuria Mage
Geist
Lv 400 · 238 def
Geist at 400 beats the first mastery set. It carries 238 total defense against Blood Angel Mage’s 222, so swapping the moment you hit 3rd class is a downgrade. The catch is that Geist demands 1,140 Energy and 298 Strength — harder to wear than every mastery set in the game, all of which sit flat at 220 STR / 52 AGI / 888 ENE. Stay in Geist until Dark Angel Mage at 600 if you can afford the stats.

Lemuria Mage Set Ladder – Every Tier Worn

All twelve tiers composited onto the character from the client’s own model files — ten mastery grades and the two Legendary sets, five pieces each.

MU Online Blood Angel Mage set worn on the character
Blood Angel Mage
Lv 400 · 222 def
MU Online Dark Angel Mage set worn on the character
Dark Angel Mage
Lv 600 · 348 def
MU Online Holy Angel Mage set worn on the character
Holy Angel Mage
Lv 800 · 598 def
MU Online Soul Mage set worn on the character
Soul Mage
Lv 900 · 838 def
MU Online Blue Eye Mage set worn on the character
Blue Eye Mage
Lv 1,000 · 1060 def
MU Online Silver Heart Mage set worn on the character
Silver Heart Mage
Lv 1,100 · 1284 def
MU Online Manticore Mage set worn on the character
Manticore Mage
Lv 1,200 · 1511 def
MU Online Brilliant Mage set worn on the character
Brilliant Mage
Lv 1,300 · 1733 def
MU Online Apocalypse Mage set worn on the character
Apocalypse Mage
Lv 1,400 · 1955 def
MU Online Lightning Mage set worn on the character
Lightning Mage
Lv 1,500 · 2185 def
MU Online Temple Guard Mage set worn on the character
Temple Guard Mage
Lv 1,500 · 2528 def
MU Online Imperial Mage set worn on the character
Imperial Mage
Lv 1,600 · 2644 def

The same ladder as numbers, all five slots:

GradeSetLevelHelmArmorPantsGlovesBootsTotalStep
Mastery 1Blood Angel Mage4004156483740222
Mastery 2Dark Angel Mage6006781746264348+126
Mastery 3Holy Angel Mage800119132123110114598+250
Mastery 4Soul Mage900168180171157162838+240
Mastery 5Blue Eye Mage1,0002102242182012071060+222
Mastery 6Silver Heart Mage1,1002552702602472521284+224
Mastery 7Manticore Mage1,2003003143052942981511+227
Mastery 8Brilliant Mage1,3003473593503373401733+222
Mastery 9Apocalypse Mage1,4003944043953803821955+222
Mastery 10Lightning Mage1,5004384444404304332185+230
Legendary 1Temple Guard Mage1,5005075135094985012528+343
Legendary 2Imperial Mage1,6005325385345235172644+116
Her final Legendary step is unusually small. Temple Guard to Imperial adds only 116 defense, against the 343 that Lightning to Temple Guard gives — and against roughly 225 for an ordinary mastery grade. If you are choosing where to spend, the Imperial orb (+96 Magic Power) and Imperial shield (+97 Magic Power) are worth far more to you than the Imperial armour.

Lemuria Mage Ancient Sets

Every ancient set the Lemuria Mage can wear, read from the server’s set files. Ancient items look exactly like their base set (an ancient Dragon Helm is still a Dragon Helm), so each card shows the base armour worn. Options unlock one at a time as you equip more pieces of the same set; the full-set bonus needs every piece, including any weapon, shield, ring or pendant that belongs to it.

MU Online Theia Mage Sphinx Set worn by a Lemuria Mage
Theia Mage Sphinx Set
5 pieces · item level 38
Mage Sphinx Mask, Mage Sphinx Armor, Mage Sphinx Pants, Mage Sphinx Gloves, Mage Sphinx Boots
  • 2 pieces – Increase Max. Life +30
  • 3 pieces – Increase Skill Damage +25
  • 4 pieces – Increases Defense +20
  • 5 pieces – Double Damage Chance +10
Full set
  • Increases Critical Damage Chance
  • Increase Excellent Damage Chance
  • Increase Critical Damage
  • Increase Excellent Damage
MU Online Selene Mage Legendary Set worn by a Lemuria Mage
Selene Mage Legendary Set
5 pieces · item level 56
Mage Legendary Helmet, Mage Legendary Armor, Mage Legendary Pants, Mage Legendary Gloves, Mage Legendary Boots
  • 2 pieces – Increase Max. Life +50
  • 3 pieces – Increases Defense +40
  • 4 pieces – Double Damage Chance +15
  • 5 pieces – Increases Critical Damage Chance +15
Full set
  • Increase Excellent Damage Chance
  • Increase Critical Damage
  • Increase Excellent Damage
  • Ignore Enemy's Defense
MU Online Freyya Noble Pixie Set worn by a Lemuria Mage
Freyya Noble Pixie Set
4 pieces · item level 91
Noble Pixie Armor, Noble Pixie Pants, Noble Pick Market, Noble Pixie Boots
  • 2 pieces – Double Damage Chance +20
  • 3 pieces – Increases Defense +60
  • 4 pieces – Increase Wizardry Damage +10
Full set
  • Increases Critical Damage Chance
  • Increase Excellent Damage Chance
  • Increase Critical Damage
  • Increase Excellent Damage
MU Online Maat Noble Pixie Set worn by a Lemuria Mage
Maat Noble Pixie Set
4 pieces · item level 91
Noble Pixie Helmet, Noble Pixie Armor, Noble Pixie Pants, Noble Pick Market
  • 2 pieces – Increase Wizardry Damage +15
  • 3 pieces – Double Damage Chance +10
  • 4 pieces – Increase Skill Damage +30
Full set
  • Increase Max. Life
  • Increases Critical Damage Chance
  • Increase Excellent Damage Chance
  • Ignore Enemy's Defense

Ancient items also carry a hidden stat bonus by tier (Tier I +5, Tier II +10 to the set’s stat) and can only be obtained from the Illusion Temple, Blood Castle, Chaos Castle and boss drops.

Wings

Five wings across her progression, rendered from the client. The master tree adds Eternal Wings Defense Strengthener and Eternal Wings Attack Strengthener, so the back slot is an offensive item for her too.

MU Online Wings of Heaven for the Lemuria Mage
Wings of Heaven
Lv 150 · 10 def
MU Online Wings of Soul for the Lemuria Mage
Wings of Soul
Lv 215 · 30 def
MU Online Eternal Wings for the Lemuria Mage
Eternal Wings
Lv 400 · 45 def
MU Online Storm's Wings for the Lemuria Mage
Storm's Wings
Lv 800 · 155 def
MU Online Wings of Eternity for the Lemuria Mage
Wings of Eternity
Lv 1,200 · 175 def
WingsLevelDefenseStep
Wings of Heaven15010
Wings of Soul21530+20
Eternal Wings40045+15
Storm's Wings800155+110
Wings of Eternity1,200175+20
Storm’s Wings at 800 is the jump that matters+125 defense in one step, more than four times what the level-400 Eternal Wings gave you. The Wings of Eternity at 1,200 add only 20 more on top; take them for the 5th class options rather than the base number.

How to Play the Lemuria Mage

Energy is the stat. Strength and Agility have hard ceilings you clear once and forget.

1. Circle mage – the build the class was designed for

Cap Strength at 164 and Agility at 69 (enough for every mastery orb and shield), then everything into Energy. You need 1,250 for Ultimate Force, 1,058 for Expansion of Wizardry and 535 for the orb itself. Spend master points on one magic circle track — create chance and success rate first, damage second.

2. Shield mage

Same stats, but you take Shield Strengthener, Shield Mastery, Shield Block, Protection Shield and Steel Armor. Because the Mage Shield carries Magic Power, this is the only defensive investment in MU Online that also raises your damage. It is the natural build if you are the Illusion Knight’s bonded partner and need to survive standing next to them.

3. Bond support

Built around a fixed duo. You take Expansion of Wizardry Power Up and Mastery (40 points), Cure, Earth Prison Strengthener and the beginner buff nodes, and let the Illusion Knight carry the damage while the bond cord does passive work. Only worth it if you actually have a partner — solo, this build is weak.

BuildStat priorityKey master nodesBest for
Circle mageEnergy → STR 164 → AGI 69One full circle track, Orb Strengthener + Mastery, Min/Max WizardryGeneral play — the default
Shield mageEnergy → Stamina → STR 164Shield Strengthener + Mastery, Shield Block, Protection Shield, Steel ArmorSurviving in parties and PvP
Bond supportEnergy → StaminaExpansion of Wizardry Power Up + Mastery, Cure, Earth Prison StrengthenerPlaying a fixed duo with an Illusion Knight
Three mistakes to avoid. First, spreading master points across all three magic circle tracks — you end up with three circles that rarely land instead of one that reliably does. Second, treating the shield as optional: it is 382 Magic Power at Imperial, which is more than most classes get from their whole weapon. Third, rushing out of Geist into Blood Angel Mage at 400 — it is a 16-point defense downgrade.

FAQ

Can the Lemuria Mage use a shield?

Yes, and it is the main reason to play her. She has 20 shields, 12 of which are Mage Shields that carry Magic Power as well as defense. The Imperial Mage Shield gives 157 defense and 382 Magic Power - the highest Magic Power on any shield in MU Online. Only the Rune Wizard has anything comparable, and his tops out at 363.

What is the Bond between the Lemuria Mage and the Illusion Knight?

A party mechanic unique to these two classes. When a Lemuria Mage and an Illusion Knight are in the same party, four buff entries activate: both bonded characters do more damage, the rest of the party gets a smaller damage bonus, and a visible cord forms between the pair that damages monsters touching it. It costs nothing - no mana, no AG, no skill points.

What are Magic Circles, and are they unique to the Lemuria Mage?

They are the 4th-class debuff system, and they are NOT unique to her - all thirteen classes get the same 55 nodes. Attacks have a chance to leave a circle on the ground in one of three tracks: Poison, Chilling or Bleeding. Each can upgrade to a stronger form (Addiction, Freezing, Hemorrhage) and each has a finisher that detonates it - Poison Storm, Frozen Slayer and Bloodying Hit. They suit her because her spam skill, Marvel Burst, has no cooldown, so she seeds circles faster than a class built on slow heavy hits.

Should I spread master points across all three magic circle tracks?

No. The nodes are per-track, so spreading gives you three circles that rarely land instead of one that reliably lands, upgrades and detonates. Pick one track and take its create-chance and debuff-success-rate nodes before any damage node.

How much Energy does a Lemuria Mage need?

At least 1,250, which is the requirement for Ultimate Force - her only range-7 attack and the steepest requirement on the class. Expansion of Wizardry needs 1,058, Decay 953, Ice Storm 849 and the Geist set 1,140. Energy is effectively her only stat once Strength is at 164 and Agility at 69.

What is the Lemuria Mage's best skill?

Marvel Burst, for efficiency - 70 damage for 5 mana at level 25, with no cooldown and only 104 Energy required. Ultimate Force hits harder at 180 and reaches one square further, but it costs 92 mana and gates behind 1,250 Energy.

What is the best Lemuria Mage weapon?

Imperial Orb at level 1,600 - 594 Magic Power and 704-714 physical damage. Both Legendary orbs are actually easier to wear than the mastery orbs below them: 159 STR / 64 AGI / 530 ENE against Silver Heart through Lightning's 164 / 69 / 535.

Which orb should I use before the mastery tiers?

The Blessed Archangel's Absolute Orb at 258 Magic Power. It has no level requirement, beats Blood Angel (155), Dark Angel (175) and Holy Angel (223) outright, and nearly matches the level-900 Soul Orb (255) while needing roughly half the Energy.

Should I rush the first mastery set?

No. Geist at level 400 carries 238 total defense against Blood Angel Mage's 222, so the first mastery set is a downgrade. The catch is that Geist needs 1,140 Energy and 298 Strength, which is harder than any mastery set - those all sit flat at 220 STR / 52 AGI / 888 ENE.

What is the best Lemuria Mage set?

Imperial Mage at level 1,600 - 2,644 defense across five pieces. But her biggest single step is Lightning to Temple Guard at +343 defense, which lands at level 1,500 alongside a 112-point Magic Power jump on the orb and 111 on the shield. Level 1,500 is by far her largest power spike; the Imperial step adds only 116 defense.

How big is the Lemuria Mage's master tree?

69 nodes, joint fourth-largest with the Grow Lancer. The Magic Gladiator has 77, the Elf 75 and the Dark Knight 70. At the other end the Gun Crusher has 56 and the Slayer 58.

Which wings does the Lemuria Mage use?

Wings of Heaven at 150, Wings of Soul at 215, Eternal Wings at 400, Storm's Wings at 800 and Wings of Eternity at 1,200. Storm's Wings is the meaningful jump at +125 defense; the Wings of Eternity add only 20 more on the base number.

Continue Reading

GuideWhy it helps
Dark Wizard guideWhere her inherited spell list comes from.
Rune Wizard guideThe other class with Magic Power on its shields.
White Wizard guideThe caster who fills the off-hand with a book instead.
Summoner guideA full caster comparison.
All MU Online guidesEvery class, season and system guide.