Updates

Big update: PvP, PvE and client optimization

PvP balance, monsters with aggro, engine optimization, plus Bonus Shop, Battle Pass and fixes

Balance update · all servers

We studied PvP fight stats and decided to improve 3 things

Why not change individual classes?

The servers have been running for a long time, and players are now far apart in progress: resets, master level, other progression systems. A fix that works at one level breaks balance at another. So we changed PvP combat itself — each change is explained below.

Survivability

PvP only
SD from stats ×2SD from stats is now doubled — you have more time to react to your opponent.
Defense — in percentIt cuts a share of each hit, not a fixed number. The reset difference between players is taken into account.

Damage reduction no longer makes you invulnerable

Before, damage reduction bonuses from gear, collections and buffs stacked, and you could cut up to 70% of every hit.

Now in PvP they have diminishing returns: the first few percent of damage reduction work almost at full power, and each next one is weaker.

Damage reduction is still useful, but you can no longer stack so much that the enemy can't get through.

Damage cutTotal damage reduction →
Before: bonuses stackedNow: each next percent gives less
OptionsPvP and PvE
Ignore Defense Rate — no random spreadWhen the option triggers, the hit always deals the character's max damage.
Reflect Damage — twice as strongReflected damage itself is doubled: 100% instead of 50%. The option is capped at 80%.

Why

Before, fights were decided by extremes: some characters died in a couple of seconds, others took almost no damage. The new rules smooth out both: a fight between equals lasts longer, and defense and damage reduction stay useful but no longer make you invulnerable.

Attack speed

PvP and PvE

A fight between equals now lasts longer — and the winner is the one who does more in that time. So we reworked attack and magic speed: now it speeds up casting up to the character's animation speed.

Before, after a certain cap each extra point of speed gave less and less. Now investing in speed works at full power — fast builds cast much more often.

The same part of a fight
Before
Now

Diagram for high attack speed: before, casting hit a cap; now it speeds up to the animation limit.

Why

Fights got longer — now there is time to answer your opponent. And the faster your character, the more it can do in that time: back off, switch skills, drink a pot or finish the enemy. That's why attack speed now works at full power.

Potion fatigue

PvP and PvE
Healing pots

Using any healing pot triggers fatigue — all of them share one counter. Mana pots are not affected.

Fatigue is a healing penalty for drinking pots too often. If you drink a pot and then another one within 5 seconds, it heals 30% less than the previous one. This goes on with each pot in a row, but never below 10%. The slot shows in percent how much the next pot will heal.

Drink pots by hand at the right moment — this heals better than auto-heal, which drinks pots one after another.
How much each pot in a row heals, % of full5 s without pots → back to 100%

The first 3 pots give almost 70% of all healing — after that the gain is barely noticeable.

MUDREAM bosses
Fatigue in PvE too

Bosses are more dangerous now. If pots heal weakly, back off for 5 seconds and the penalty resets.

Against strong monsters, kiting helps: keep your distance and fall back while the penalty resets, then return to the fight with full healing.

Heal

The Energy Elf is now more useful in a party: while pots get weaker from fatigue, her heal helps you hold out against strong monsters.

MU Helper — Auto Recovery, Auto Potion setting
Farming tipSet up Auto Potion in MU Helper

In the Auto Recovery section, the HP Status slider sets at what HP level your character drinks a pot. Set it lower — you will use pots less often, fatigue won't build up, and each pot will heal more.

Why

Before, a fight between two tanky characters could go on forever: pots restored more than the damage taken, and macros gave an edge over the client's built-in auto-heal.

Note: we are generally against macros and will keep reducing their impact on the game.

Skills

PvP only

The new combat rules changed the balance between skills, so we adjusted the PvP damage of some of them. One skill should not decide a duel on its own, and new skills are now as good as the old ones.

AoE skills are strong where there are many targets: in sieges, guild wars and farming. In a 1v1 duel, precise single-target skills should win, so we lowered the PvP damage of AoE skills.

Meteor StormMeteor StormDark BlastDark BlastWind SoulWind SoulIce BloodIce BloodFire BloodFire Blood

The Magic Gladiator's Ice Blood and Fire Blood used to hit all enemies in the area. Now the number of targets is limited — 6 at most, and the defense reduction from these skills is weaker.

Ice BloodIce BloodFire BloodFire Blood

Dark Wizard

↓ nerfed
Meteor Strike↓Meteor StrikeSoul Seeker↓Soul SeekerFlame↓FlameCometfall↓Cometfall

Dark Knight

↓ nerfed
Death Stab↓Death StabFire Blow↓Fire Blow

Death Stab — including all versions from the Master Skill Tree.

Fairy Elf

↓ nerfed
Penetration↓PenetrationFocus Shot↓Focus Shot

Magic Gladiator

↓ nerfed
Ice Blood↓Ice BloodFire Blood↓Fire BloodDark Blast↓Dark BlastCometfall↓Cometfall

Dark Lord

↓ nerfed
Wind Soul↓Wind SoulFire Burst↓Fire Burst

Summoner

↑ buffed
Fire Beast↑Fire BeastAqua Beast↑Aqua Beast

Rage Fighter

↓ nerfed
Beast Uppercut↓Beast Uppercut

Damage

PvE
Dark KnightMagic Gladiator↑ buffed

Dark Knight and Magic Gladiator deal more damage to monsters — to bring their farming speed up.

Dark LordSummoner↓ nerfed
Wind Soul↓Wind SoulFire Beast↓Fire BeastAqua Beast↓Aqua Beast

deal less damage to monsters

They farmed about 3 times faster than other classes. Dark Lord and Summoner are still among the top PvE damage dealers.

Monsters

PvE

Monsters got smarter. Monsters now have aggro. Every hit on a monster adds threat for you. It attacks whoever has the most threat: the more damage you deal, the more likely it picks you. Aggro works in the open world and in events.

Aggro indicatorNew
Monster
Yellow frame — you almost have enough threat to pull the monster
!Monster
“!” — the monster has just picked you as its target
Monster
Red frame and name — the monster is attacking you

Turn it off in Interface → Aggro Indicator. Not shown in Chaos Castle.

+10% / +30%Taking aggroTo pull a monster off another player, get 10% more threat than its current target if you stand close, or 30% more if you hit from range.
10 secTarget switchIf you deal no damage to a monster for 10 seconds, it drops you and picks another target. If it can't reach you — a wall, a cliff, the edge of the zone — it switches target after a few seconds.
×2PetsSummoned pets build threat twice as fast. While a pet tanks the monsters, you can attack safely.
↩Reset and healMonsters pulled far away go back to their spot and slowly regain HP while nobody attacks them.
Bosses and invasions
Invasion monsters are faster than normal ones and chase players across the whole invasion zone.
You can no longer hit invasion bosses and world bosses from a spot where they can't reach you: the boss will leave combat, fully heal, and the damage counted for rewards will reset to zero.
After the fight the boss returns to its zone and is invulnerable on the way. You can no longer drag it across the whole map.
Smooth monster movement

Monster sync with the server has been reworked. Before, a monster's position on screen could differ from the server one. Now monsters no longer “jump”, teleport to your character or “stumble” when hit — they move along the same path and at the same speed as on the server.

A monster is where you see it, even when slowed, so hits and skills — for example, Power Slash and Multi-Shot — no longer miss because of position mismatch.

KnockbackMonsters fly back from knockback skills and don't snap back.
Stun and rootWhile affected, monsters stand still and don't dash when the effect ends.

Engine optimization

The game engine got a big optimization: the game loads faster, uses less memory and keeps high FPS even in crowded scenes. Modern graphics tech has been added — anti-aliasing, frame generation and new environment effects. A graphics card with DirectX 11 support is enough to run it, so the game works on old PCs too.

Up to 240 FPSThe game runs smoothly even in the biggest battles, if your PC is powerful enough.
DLSS and FSRA sharp picture without jagged edges, and Frame Generation adds frames per second.
240FPS

Performance is up on all devices

On an old PC, choose lower graphics quality in the settings: the game won't overload your computer, and you can play without lag or freezes.

Faster and more stable
The game uses less RAM and VRAM
Textures appear on screen faster
Teleports and logging in are faster
When minimized to tray, the game barely loads the graphics card and saves your PC's resources
The connection to the server is more stable
Better looking
Smooth object edges without jaggies — new anti-aliasing modes (MSAA, TAA, DLSS, FSR)
More FPS on modern graphics cards — frame generation (Frame Generation in DLSS and FSR)
Water looks better and got a quality setting — for now you can see it in Kalima
Height fog adds atmosphere to Dream Land, Devias, Elbeland, Aida, Kanturu and Dungeon Gateway

Bonus Shop update

All servers

New skin packs have been added on the x20, x5 and x100 servers.

Pumpkin LordPumpkin Lord
MagmaMagma
ArcanorArcanor
Aurion HorseAurion Horse
Black BearBlack Bear
Rampage x20

A new level 5 Battle Pass has been added. Rewards are now available up to 20 000 points.

The achievement points purchase limit has been raised — now you can buy them up to 10 times.

New quests
Kill Venomchain Ravagerpoints+30
Craft a Jewel of Exaltpoints+30
Kill Frozen Kingpoints+60
Kill Abyssal Dreadwingpoints+75
Kill Varyonpoints+75
Kill Golden Hell Mainepoints+75
Kill Zephtarpoints+75
Kill Dravielpoints+30

Improvements

Responsive controlsYour character reacts to commands much faster and moves more responsively.Just move
Language selectionYou can now change the client language right in the game settings.Game → Common
Proxy settingsConnecting through a proxy can lower your ping. The latency of each option is shown right in the settings.Game → Network
Message windows (Message Box) have been reworked and no longer get in the way of MU Helper.
Auto Movement and Auto Hunting status is now shown at the top center of the screen.
Effects in the new locations have been improved.
Minimap transparency is now changed with Shift + mouse wheel, in 10% steps.
The minimap now has a hint on how to control zoom and transparency.

Fixes

ReconnectFixed cases where reconnecting offline-mode characters after a server restart did not work correctly.
Private messagesSent messages are marked with an arrow “→ name”, so you can no longer mix them up with received ones.
A hit fully absorbed by SD no longer shows MISS.
A character on mounts, including skin mounts, now sits properly on the model.
Picking up zen no longer plays the valuable jewel sound.
After opening the minimap with Tab, previously pressed keys no longer show up in the chat input.
Fixed path drawing on the minimap.
Fixed the display of HP and MP bars.
Fixed item placement in the quest, inventory and collection windows.
Cast effects of Sleep, Blind, Damage Reflection and Berserker now appear at the correct height.
Fixed terrain destruction and the falling animation in Chaos Castle and Blood Castle.
Fixed attack animations of the Dreadfear and Aquamos monsters.
Fixed random lighting effects in Lost Tower and Arena.

See you in the game

Update your client and test the changes in combat.