Last updated: July 26, 2026
On this page: The Alchemist · Transmutation Skills · Alchemist Gear · Legendary Equipment · Legendary Crafting · Legendary Enhancement · Kardamahal Temple · Swamp of Destruction · Rune Wizard Renewal · Frigid Earring · 7th Guardian · Everything Else · FAQ
MU Online Season 20 – Alchemist, Legendary Gear & Kardamahal
Season 20 (2024–25) added the Alchemist — a magic class who fights by transmuting matter — and the Legendary Temple Guard equipment tier that sits above all mastery gear. Around them came two maps (Kardamahal Underground Temple, Swamp of Destruction), a Rune Wizard renewal, the Frigid Earring, the 7th Guardian Tauros, a rebuilt guild matching UI and max level 1,700. Rebuilt page-by-page from the original patch notes.
The Alchemist
![]() The Alchemist — Rhea |
Story: in Elbeland a girl named Rhea was born with a genius talent for alchemy. She began studying at eight, and by nine she could transmute matter into gold. Her family and the villagers hid her, knowing what would happen if word spread — but as the gold lifted the village out of poverty she transmuted more and more, and her existence became known. When word reached Kundun he invaded Elbeland to seize her, and her parents were murdered. Rhea escaped alone with the villagers' help. Carrying the guilt that all of it was her fault, she never transmutes gold again — she studies only combat alchemy, and at just 16 she set out to destroy Kundun. |
|---|
| Basic info | Value |
|---|---|
| Creation | Freely creatable |
| Start town | Elbeland — low-level armor from NPC Rhea (29, 236), weapons and skill books from NPC Marce (36, 219) |
| Base stats | HP 110 / MP 80 · STR 15, AGI 20, VIT 23, ENE 25 |
| Class line | Alchemist → Alchemic Magician → Alchemic Master → Alchemic Force → Creator |
| Weapons | Wand (main hand) + Elixir (off hand) |
| Style | Magic class with high defense and high magic attack; Energy raises magic skill power |
| Set party | Alchemist + Grow Lancer + Rune Wizard |
She also borrows a wide slice of the Dark Wizard kit — Magical Shot, Fireball, Power Wave, Lightning, Meteorite, Ice, Poison, Flame, Hellfire, Teleport, Sudden Ice, Death Poison, Hellburst, Mana Boost, Aqua Splash, Blast, Inferno, Earth Prison and Illusion.
Transmutation Skills
Her four exclusive skills are all Transmutation (연성) abilities, learned from skill books sold in Elbeland:
| Skill | Requirement | Effect |
|---|---|---|
| Transmutation: Angel Homunculus | Energy 70 | Creates two Homunculi that attack for you, damaging multiple targets. No cooldown. |
| Transmutation: Ignition Bomber | Energy 680 · Alchemic Magician | Transmutes stone into an explosion, damaging multiple targets in an area. No cooldown. |
| Transmutation: Countless Weapon | Energy 1,025 · Ignition Bomber + 10 enhancement points · Alchemic Master | Creates weapons out of thin air and hurls them at multiple targets in an area. No cooldown. |
| Transmutation: Confusion Stone | Level 380 · Energy 850 | The party support skill — see below. |
![]() Angel Homunculus | ![]() Ignition Bomber |
|---|---|
![]() Countless Weapon | ![]() Confusion Stone |
The Confusion Stone – her signature mechanic
This is what makes the Alchemist a party class. She transmutes a Stone of Confusion that summons one extra monster at a time of whatever spawns on that field, massively raising a party's hunting throughput.
| Rule | Detail |
|---|---|
| Duration / cooldown | 5 minutes duration, 5 minutes cooldown |
| Experience | The EXP of summoned monsters scales with your Transmutation Rate, which is driven by Stamina and cannot exceed 100% |
| Visibility | The stone is only visible to your own party |
| Limit | Only one stone per party — even five Alchemists in one party can only have one |
| Summoned monsters | Drop no zen and no items, and vanish after 1 minute |
| Restriction | Not usable on some fields |
Alchemist Gear
She wields a Wand and an Elixir, both climbing the full mastery ladder from the starter tiers up to Lightning:
| Wand tier | Magic | Magic % | Requirements |
|---|---|---|---|
| Blood Angel Wand | 83–85 | 92% | STR 93 / AGI 35 / ENE 300 |
| Soul Wand | 156–169 | 126% | STR 101 / AGI 47 / ENE 452 |
| Silver Heart Wand | 202–216 | 148% | STR 105 / AGI 50 / ENE 462 |
| Apocalypse Wand | 270–284 | 186% | STR 105 / AGI 50 / ENE 462 |
| Lightning Wand | 291–305 | 199% | STR 105 / AGI 50 / ENE 462 |
| Temple Guard Wand (Legendary) | 357–371 | 262% | Lv 1,500 · STR 105 / AGI 50 / ENE 462 |
Her Elixirs run in parallel — from the Amber Elixir (50–59, 22%) to the Lightning Elixir (289–303, 86%) and the Temple Guard Elixir (355–369, 149%).
Alchemist armor
Her early gear runs Spirit → Holy Spirit → Red Spirit → Radiant, then joins the mastery ladder at Blood Angel:
![]() Spirit set — defense 20 / 25 / 21 / 13 / 17 |
![]() Holy Spirit set — defense 27 / 35 / 31 / 22 / 24 |
![]() Red Spirit set — defense 32 / 42 / 35 / 26 / 30 |
![]() Radiant set — defense 40 / 51 / 44 / 33 / 36 |
![]() Blood Angel Excellent (Lv 400) — defense 100 / 109 / 105 / 91 / 96 |
Two special 4-piece Radiant sets sit between them:
![]() Heanir's Radiant — double damage 5%, defense +60, energy +20, crit & excellent rate +15% |
![]() Kirke's Radiant — magic +10%, double damage 10%, crit & excellent rate +15%, ignore defense 5% |
![]() Blood Angel Set — skill attack +25, energy +50, magic +50, all stats +10, ignore defense 5% |
Alchemist mastery sets
From Dark Angel up she follows the full mastery chain. Each tier comes as a 5-piece Excellent version and a 4-piece Set version with mastery options and a rising Triple Damage Rate:
| Mastery set | Render | Set defense (helm/armor/pants/gloves) | Triple damage |
|---|---|---|---|
| Dark Angel | ![]() | 134 / 147 / 137 / 125 | — |
| Holy Angel | ![]() | 187 / 203 / 195 / 181 | — |
| Soul | ![]() | 242 / 253 / 246 / 230 | 2% |
| Blue Eye | ![]() | 287 / 304 / 292 / 278 | 4% |
| Silver Heart | ![]() | 337 / 351 / 340 / 329 | 6% |
| Manticore | ![]() | 386 / 401 / 391 / 378 | 8% |
| Brilliant | ![]() | 438 / 442 / 439 / 431 | 10% |
| Apocalypse | ![]() | 488 / 492 / 489 / 486 | 12% |
| Lightning | ![]() | 542 / 546 / 544 / 536 | 14% |
All mastery pieces share the same requirements: helm STR 177 / AGI 109 / ENE 790, armor STR 198 / AGI 114 / ENE 804, pants STR 188 / AGI 109 / ENE 776, gloves STR 130 / AGI 93 / ENE 755.
![]() 3rd — Wings of Tiger's Eye | ![]() 4th — Wings of Purity | ![]() 5th — Wings of Insight |
|---|
| Wing | Requirement | Stats |
|---|---|---|
| Wings of Tiger's Eye (3rd) | Lv 400, 3rd class | DEF 45 · Damage increase 39% · Damage absorb 39% |
| Wings of Purity (4th) | Lv 800, 4th class | Magic 100 · DEF 140 · Damage increase 55% · Damage absorb 43% |
| Wings of Insight (5th) | Lv 1,200, 5th class | Magic 300 · DEF 900 · Damage increase 55% · Damage absorb 43% |
The Pure Wings of Insight Core
fits both the Wings of Insight and the Wings of Inevitability, granting +50 wing attack/magic/curse power at +0.
Her armor runs Spirit → Holy Spirit → Red Spirit → Radiant early, then the full mastery chain from Blood Angel (Lv400, defense 100–109) up to Lightning (defense 526–530), in both Excellent (5-piece) and Set (4-piece) versions. The Set versions add mastery options and a Triple Damage Rate that climbs from 2% (Soul) to 14% (Lightning).
Legendary Equipment – Temple Guard
The biggest system in Season 20. Legendary gear — the Temple Guard line, prefixed "of the Sanctuary" when crafted — sits above 10th mastery gear and requires the 5th class change and level 1,500.
| Legendary weapon | Class | Damage / Magic | Spd | Requirements |
|---|---|---|---|---|
| Dark Knight | 946–961 | 40 | STR 1,006 / AGI 327 | |
| Dark Knight (Faith) | 946–961 | 40 | STR 52 / AGI 327 / ENE 936 | |
| Dark Wizard | 339–347 · magic 260% | 30 | STR 308 / AGI 106 | |
| Magic Gladiator | 339–347 · magic 260% | 30 | STR 308 / AGI 106 | |
| White Wizard | 339–347 · magic 260% | 30 | STR 308 / AGI 106 | |
| Elf | 1,432–1,475 | 55 | STR 206 / AGI 1,204 | |
| Elf | 844–863 | 60 | STR 199 / AGI 1,190 | |
| Magic Gladiator | 946–956 · magic 110% | 45 | STR 743 / AGI 458 / ENE 164 | |
| Magic Gladiator | 1,290–1,340 · magic 110% | 45 | STR 743 / AGI 458 / ENE 164 | |
| Dark Lord | 1,067–1,091 | 40 | STR 710 / AGI 166 | |
| Summoner | 317–343 · magic 239% | 30 | STR 278 / AGI 112 | |
| Summoner | curse 230% | 50 | AGI 206 / ENE 760 | |
| Rage Fighter | 852–872 | 35 | STR 595 / AGI 199 | |
| Grow Lancer | 680–707 | 40 | STR 448 / AGI 320 | |
| Rune Wizard | 283–300 · magic 234% | 50 | STR 294 / AGI 113 / ENE 1,108 | |
| Slayer | 913–1,004 | 45 | STR 341 / AGI 1,081 | |
| Gun Crusher | 458–472 · magic 221% | 50 | STR 379 / AGI 322 / ENE 852 | |
| Illusion Knight | 946–978 | 45 | STR 362 / AGI 1,102 | |
| White Wizard | magic 225–235 · 148% | 30 | AGI 192 / ENE 494 | |
| Temple Guard Orb | Mage | magic 329–343 · 262% | 30 | STR 171 / AGI 87 / ENE 474 |
| Temple Guard Wand | Alchemist | magic 357–371 · 262% | 35 | STR 105 / AGI 50 / ENE 462 |
| Temple Guard Elixir | Alchemist | magic 355–369 · 149% | 30 | AGI 120 / ENE 354 |
Excellent options on Legendary weapons: a fixed +10% excellent damage rate, plus 1–2 random from attack/magic speed +7, life or mana on kill, +3.4 attack per 20 levels, or a flat +97 attack. Legendary set weapons also gained Attack Success Rate as a base stat that rises with enhancement.
| Legendary shield | Class | Defense | Def rate | Special |
|---|---|---|---|---|
| Temple Guard Shield | Dark Knight | 119 | 197 | — |
| Temple Guard Fairy Shield | Elf | 144 | 195 | Elemental defense enhancement 52% |
| Temple Guard Lord Shield | Dark Lord | 152 | 200 | — |
| Temple Guard Lancer Shield | Grow Lancer | 151 | 198 | Obsidian effect +315 |
| Temple Guard Rune Wizard Shield | Rune Wizard | 144 | 195 | Magic 149% |
Legendary armor comes as a 4-piece set per class at level 1,500:
| Set | Render |
|---|---|
| Temple Guard Knight (Dark Knight) | ![]() |
| Temple Guard Knight (Faith) | ![]() |
| Temple Guard Wizard (Dark Wizard) | ![]() |
| Temple Guard Elf (Agility) | ![]() |
| Temple Guard Elf (Energy) | ![]() |
| Temple Guard Magic (Knight-type MG) | ![]() |
| Temple Guard Magic (Wizard-type MG) | ![]() |
| Temple Guard Lord (Dark Lord) | ![]() |
| Temple Guard Summoner | ![]() |
| Temple Guard Fighter (Rage Fighter) | ![]() |
| Temple Guard Lancer (Grow Lancer) | ![]() |
| Temple Guard Rune Wizard | ![]() |
| Temple Guard Slayer | ![]() |
| Temple Guard Gun Crusher | ![]() |
| Temple Guard White Wizard | ![]() |
| Temple Guard Mage | ![]() |
| Temple Guard Illusion Knight | ![]() |
The standard set options are: 2-set mastery skill attack + main stat; 3-set double damage +18% + mastery attack or magic; 4-set mastery critical and excellent damage, ignore enemy defense +9%, crit and excellent rate +20%, triple damage +16%, mastery max HP, damage reduction and mastery ability-skill attack.
| Legendary Full-Set bonus (4 armor pieces + the matching weapon set) |
|---|
| Extra Critical Rate +5% · Extra Excellent Rate +5% · Extra Double Damage Rate +3% · Extra Additional Damage Rate +4% |
How to craft Legendary gear
![]() The Temple Guard Anvils and Soul |
|---|
| Item | Base material | Special material | Jewels | Zen | Rate |
|---|---|---|---|---|---|
| Weapon / shield | +15, 16-option 10th Mastery Excellent weapon or shield | Temple Guard Anvil — Priest James, 150,000 Ruud | Bless ×30, Soul ×30, Creation ×1, Chaos ×1 | 500,000,000 | 100% |
| Armor | +15, 16-option 10th Mastery Set armor | Temple Guard Soul — Priest James, 75,000 Ruud | Bless ×30, Soul ×30, Creation ×1, Chaos ×1 | 200,000,000 | 100% |
Swords and staffs need a dedicated Anvil variant — Rage (Sword), Faith (Faith Sword), Wizard, Magic and White Wizard (the three staffs). The Legendary item you get always matches the type of the base item you used.
| Option | What happens on craft |
|---|---|
| Fixed & random options | Maintained |
| Stat option | Generated by chance (weapons and shields roll All Stats +7 or +15) |
| Luck option | Maintained, but reworked — now enhancement success rate +10% and critical damage rate +5% |
| Bonus options | Generated by chance — weapons roll All Stats or Nuke/Bolt/Wide attack; shields and armor roll Defense or Extra Defense (3 value tiers each) |
| Additional (Jewel of Life) option | Deleted — Legendary gear cannot roll Life options |
| Harmony option | Deleted |
Legendary Enhancement – Levels and Stages
![]() Levels 0–15, each with stages 1–5 |
|---|
Legendary set equipment uses a two-axis system unlike anything before it:
| Axis | Range | What it does |
|---|---|---|
| Enhancement Level | 0–15 | Raises the item's base stats, as with normal gear |
| Enhancement Stage | 1–5 within every level | An extra effect that varies by item — e.g. attack power on the Temple Guard Sword, magic power on the Staff |
| Attempt | Condition | On success | On failure |
|---|---|---|---|
| Stage up | Item is at stage 1–4 | Stage +1 | Stage −1 (never below stage 1) |
| Level up | Item is at level ≤14 and stage 5 | Level +1, resets to stage 1 | Level kept, resets to stage 1 |
So you climb stage 1 → 5, then push for a level, which drops you back to stage 1 at the higher level.
| Path | Materials | Zen | Rate |
|---|---|---|---|
| Equipment Enhancement | Temple Guard Enhancement Stone ×12 + Bless ×1, Soul ×1, Life ×2 | 10,000,000 | 50% |
| Elite Equipment Enhancement | Shining Temple Guard Enhancement Stone ×12 | 10,000,000 | 60% |
Every level and stage uses the same rate and same materials. Legendary set gear is never destroyed on failure, so a Chaos Combination Charm isn't used — but a Charm of Luck can be added. Temple Guard Enhancement Stones drop in the Kardamahal Underground Temple; the Shining version is a cash-shop item.
| Set Defense option (all armor slots the same item) | Lv 10 | Lv 11 | Lv 12 | Lv 13 | Lv 14 | Lv 15 |
|---|---|---|---|---|---|---|
| Flat defense increase | 350 | 400 | 450 | 500 | 550 | 600 |
This changed from a percentage to a flat value, and is set by the lowest enhancement level among your worn pieces.
Kardamahal Underground Temple
![]() |
Lore: Etramu Renos, the great mage of ancient Arca, gave his life to seal Kundun. Muren Rexmillon, emperor of the unified MU Empire, honoured him by building the Kardamahal Underground Temple in the southern Kalutan caves from the relics Etramu left behind. When Kundun learned those relics held the power of Extra, he summoned demons and seized the temple — they destroyed it and turned even its flowing water red. The heroes of MU came to take it back.
| Map | Entry | Enter Lv | Penalty Lv |
|---|---|---|---|
| Kardamahal Underground Temple | Move command (50,000 zen) or the portal at Kalutan 1 (210, 18) | 1,500 | 1,550 |
![]() Devil Sword | ![]() Devil Scythe | ![]() Devil Sorcerer |
|---|
| Monster | Level | Behaviour |
|---|---|---|
| Devil Sword | 950 | Swings a one-handed sword, hitting up to 2 characters in melee |
| Devil Scythe | 950 | Sweeps a death scythe 360°, hitting up to 4 nearby characters |
| Devil Sorcerer | 950 | Wide spirit attack on up to 5 characters, draining their AG and MP |
It drops the Temple Guard Enhancement Stone (the key Legendary material), Excellent Temple Guard armor and Lightning Chaos-combine talisman fragments.
Kardamahal elite zone
![]() Devil Sword (Elite) | ![]() Devil Scythe (Elite) | ![]() Devil Sorcerer (Elite) |
|---|
All three elites are level 960 and behave like their normal versions, but carry Elite Debuff options and Elite Skills — taking any damage from one applies an elite debuff at 100% chance. They share boss-type immunities, and the debuffs can only be reduced with your Guardian's elite resistance option.
| Attribute | Entrance | Debuff it applies |
|---|---|---|
| Fire | 26, 48 | Bleeding + attack power decrease |
| Water | 216, 60 | Deadly poison + attack power decrease |
| Earth | 46, 126 | Bleeding + attack speed decrease |
| Wind | 236, 132 | Deadly poison + defense decrease |
| Dark | 237, 198 | Bleeding + defense decrease |
| Elite drop | What it's for |
|---|---|
| Elite Option Change Fragment | Collect 50 to create an Elite Option Change Stone — re-rolls a Guardian's elite option |
| Sealed Armor Fragment | Collect 50 for one Scratched Blood Angel piece, which crafts +13 Blood Angel armor without needing a Soul of Blood Angel |
| Elite Guardian Enhancement Stone | Required to enhance Guardians at +11 and above |
| Golden Emblem & Garuda's Flame | 4th wing / cape crafting materials |
| Uriel's Feather | 5th wing relic material |
| Jewel of Harmony | Grants a fixed option to items at +9 or higher |
Swamp of Destruction
![]() |
Lore: explorers surveying the Swamp of Calmness found statues, a plaza, an altar and a graveyard across its islands — traces of a civilisation with no people left. They rebuilt and activated the shattered magic circle, and instead of the calm light they expected an ominous purple pillar rose. Stepping through, they arrived on a vast dark island where the same monsters waited — but crackling with sparks. The truth: monsters had once migrated from this island to the Swamp of Calmness, weakening with distance. Here, at the source, they are still strong enough to destroy everything.
| Map | Entry | Enter Lv | Penalty Lv |
|---|---|---|---|
| Swamp of Destruction | Move command (50,000 zen) or the portal at the Swamp of Calmness safe zone (131, 117) | 1,550 | 1,600 |
![]() Shadow Master — Nuke | ![]() Napin — Bolt | ![]() Sapi Queen — Wide |
|---|
| Monster | Level | Extra type | Behaviour |
|---|---|---|---|
| Shadow Master of Destruction | 1,000 | Nuke | Swings a huge axe at melee range |
| Napin of Destruction | 1,000 | Bolt | Slams the ground for a shockwave hitting up to 3 characters |
| Sapi Queen of Destruction | 1,000 | Wide | Wood-whip arms hitting up to 5 characters, draining AG and MP |
These monsters are the first to carry Extra types matching the Nuke/Bolt/Wide system. The map drops Excellent Socket Necklaces, Temple Guard Enhancement Stones and Excellent Temple Guard armor.
Swamp of Destruction elite zone
![]() Shadow Master (Elite) — Nuke | ![]() Napin (Elite) — Bolt | ![]() Sapi Queen (Elite) — Wide |
|---|
All three are level 1,010 and keep their Extra types. The elite Sapi Queen still drains AG and MP from everyone it hits. Same rules as every elite zone — a 100% debuff on any hit, boss immunities, and Guardian elite resistance as the only counter.
| Attribute | Entrance | Debuff it applies |
|---|---|---|
| Fire | 42, 17 | Bleeding + attack power decrease |
| Water | 227, 121 | Deadly poison + attack power decrease |
| Earth | 24, 211 | Bleeding + attack speed decrease |
| Wind | 206, 16 | Deadly poison + defense decrease |
| Dark | 201, 218 | Bleeding + defense decrease |
Its elite drops are the same list as Kardamahal. Note that when a new elite zone opens the previous one closes — the Twisted Kalutan elite zone was removed when Kardamahal's opened, and Kardamahal's was removed when the Swamp's opened; normal monsters spawn there instead.
Rune Wizard Renewal
![]() Runic Spear | ![]() Rune Phrase |
|---|
The Rune Wizard gained a Magic Power stat, and his Rune Mace weapons had their attack power option converted to magic power — the Temple Guard Rune Mace now reaches 338–356 magic at 267%.
| New skill | Requirement | Effect |
|---|---|---|
| Runic Spear | 2nd class · Energy 600 · drops from monsters | Rotates rune characters into explosive energy, damaging the target and everything around it |
| Rune Phrase | 3rd class · Energy 1,180 · Plasma Ball + Mastery 10P · James (Ruud shop) | Fires explosive rune characters through a magic orb at multiple targets. Every 3 casts a Special Phrase may trigger, applying −30% defense (bosses immune) |
| Saturation Rune Phrase | 5th class ability cards (HP / MP / AG) | Adds splash damage |
| Change | Before | After |
|---|---|---|
| Magic Arrow requirement | Energy 142 | Energy 60 |
| Plasma Ball requirement | Energy 600, Rune Spell Master | Energy 300, Rune Wizard |
| Lightning Storm requirement | Energy 1,180 · Plasma Ball Mastery 10P | Energy 1,080 · Magic Arrow Enhancement 10P |
| Burst / Haste duration | 15s (cooldown 60s) | 70s (cooldown 120s) |
| Haste attack speed | +15 | +25 |
He also received a full ladder of Rune Wizard Shields from Blood Angel (Lv400) to Lightning (Lv1,500) and the Temple Guard Rune Wizard Shield
at Lv1,500 with 144 defense and 149% magic.
8th Mastery Earring – Frigid Earring
![]() Frigid Earring (Right) — Lv 1,050 | ![]() Frigid Earring (Left) — Lv 1,000 |
|---|
| Earring | Req level | ATK / Magic / Curse | Elemental defense |
|---|---|---|---|
| Frigid Earring (Right) | 1,050 | 502–505 | 490 |
| Frigid Earring (Left) | 1,000 | 462–465 | 432 |
| Side | Random options (1–3) |
|---|---|
| Right | Max Mana +1,000 · Excellent damage rate +11% · Critical damage rate +11% · AG auto-recovery +10 · Attack speed +7 |
| Left | Max HP +1,000 · Skill attack power +31 · Mastery attack/magic +145 · Mastery excellent damage +245 · Mastery critical damage +245 |
Set bonus (both worn): ignore enemy defense 8%, all stats +11, mastery damage +100.
How to craft it
![]() Frigid Crafting Mold — 25,000 Ruud |
Base: a Verdant Earring (7th mastery) at +11 to +15. Material: Frigid Crafting Mold — Priest James, Elbeland (32, 239), 25,000 Ruud. Jewels: Bless ×20, Soul ×20, Chaos ×1, Creation ×1. Where: the Chaos Goblin. Left makes left, right makes right; options re-roll (1–3). |
|---|
| Verdant Earring level | +11 | +12 | +13 | +14 | +15 |
|---|---|---|---|---|---|
| Success rate | 60% | 70% | 80% | 90% | 100% |
7th Guardian – Tauros
![]() Tauros — Lv 1,400 | ![]() Tauros (Rare) — Lv 1,400 |
|---|
| Options | Values |
|---|---|
| Base | Movement speed increase · Attack speed +7 · Defense +414 |
| General (1–3) | Elemental attack +369 · Elemental defense +369 · Defense +7.0 per 20 levels · Attack/Magic/Curse +7.0 per 20 levels |
| Elite resistance | One of five attribute types, as with earlier Guardians |
![]() Seal of Tauros — 50,000 Ruud |
How to get it: upgrade-combine a +11 or higher 6th Guardian (Leviathan) at the Lorencia Tamer (122, 110) with a Seal of Tauros (Priest James, Elbeland 32/239, 50,000 Ruud) plus Bless ×20, Soul ×20, Chaos ×1, Creation ×1. 100% at +15, then 90 / 80 / 70% and 60% at +11. Failure destroys the materials and drops the base Guardian to +0; success re-rolls its general and elite-resist options, with a low chance of the Rare version. |
|---|
Everything Else in Season 20
Max level rose 1,650 → 1,700, and both the Lv 1,600 and Lv 1,650 season rewards could be claimed before the next season — each giving a Muun with ×20 base ability for 30 days:
![]() Dark Lord — Lv 1,600 reward | ![]() Alchemist — Lv 1,650 reward |
|---|
| Muun | From | Base ability |
|---|---|---|
| Dark Lord | Reach Lv 1,600 | Elemental defense +10 |
| Alchemist | Reach Lv 1,650 | Skill attack power +15 |
| Update | Details |
|---|---|
| Guild matching UI | Rebuilt recruitment screen with a free-text Guild Introduction (100 chars), direct level input, a join-approval section with O/X buttons, guild mark and average level in the tooltip, and the whole guild window merged into a Guild Info tab (hotkey G) |
| Combination UI | Inserting the main material now auto-registers sub-materials; new Mastery Craft and Legendary Craft menus |
Unis's Blessing | New buff for 5th-class characters — +50% EXP, stacking with the Seal of Ascension, from the Goblin Point Shop |
| See the dedicated section below | |
| Event tickets unified | Blood Castle, Devil Square and Illusion Temple tickets no longer have +1–7 grades — one ticket each, combined at 85% |
| Entry rules eased | Chaos Castle now allows mounts, transformation rings and parties; Illusion Temple allows mounts; Labyrinth of Dimensions allows parties (10 entries/day) |
Death penalty & EXP recovery
![]() Experience Recovery Potion |
Season 20 added the Experience Recovery Potion — it restores experience lost to a death penalty. Stacks to 255 and is sold as a paid in-game-shop item. When you take a death penalty an EXP Recovery icon appears at the top-left of the screen; click it to open the recovery window and pick the entry you want to restore. |
|---|
| Rule | Detail |
|---|---|
| Who can recover | Only non-outlaw characters — outlaws cannot use it |
| Time limit | 24 hours from the moment the death penalty occurred |
| Cost | Potions consumed scale with your character level and the amount of EXP lost |
| Stored entries | Up to 10 — the oldest is deleted when you exceed it |
| MU RED | One free recovery per day, no potion consumed |
| Caution | If recovered EXP would exceed what you need for the next level, only that amount is restored. Using Character Transfer, Server Transfer or Name Change deletes all recovery entries |
The death penalty itself was also cut for normal characters — from 3% to 1% at levels 11–150 and 2% to 1% at 151–220. Outlaw penalties are unchanged (5% / 10% / 20% by stage).
Continue Reading
| Guide | Why it helps |
|---|---|
| Season 19 guide | The 5th class change and Ability Cards, right before. |
| Classes overview | The Alchemist among all classes. |
| Wings guide | The full wing ladder including 5th wings. |
| Earrings guide | The full mastery earring ladder. |
FAQ
Where can I play Season 20?
Browse the Season 20 private servers listed — the Alchemist and Legendary gear carry into every later version.
Is the Alchemist good?
She's the strongest party class in the game — the Confusion Stone adds a whole extra monster to every pull, and her transmutation skills are all multi-target. High defense for a caster, and Energy scales her damage while Stamina scales her Transmutation Rate.
Should I chase Legendary gear?
It's the endgame, but the entry cost is steep: a +15 16-option 10th mastery item plus 150,000 Ruud and 500 million zen per weapon. The upside is that the craft is 100% and enhancement never destroys the item.
What's the fastest way to level Legendary gear?
Farm Temple Guard Enhancement Stones in the Kardamahal Underground Temple — you need 12 per attempt at 50%. The Shining version from the cash shop raises that to 60%. Always climb to stage 5 before attempting a level.




































































Unis's Blessing