Fenrir: Evolutions, Abilities and Detailed Bonuses in MU Online
Complete Fenrir guide for MU Online S6: how to evolve it, abilities per stage, attribute bonuses and differences between the three forms.
The Fenrir is the top-tier mount of MU Online Season 6, evolved from fragments collected during the Crywolf event. Unlike simple pets such as the Guardian Imp or Uniria, the Fenrir goes through three evolution stages, each with distinct abilities and bonuses. This guide details each stage, the required combinations, the granted attributes and the practical differences between the forms.
Origin and Base Materials
The Fenrir creation process begins by collecting Splinters of Armor and Claws of Beast, items dropped by specific monsters during the Crywolf Fortress event. These fragments are combined at the Chaos Goblin to form intermediate components.
The main materials are:
| Material | Source | Required quantity (1st combo) |
|---|---|---|
| Splinter of Armor | Crywolf monsters | 20 |
| Claws of Beast | Crywolf monsters | 20 |
| Jewel of Chaos | General drop / Chest | 1 |
| Jewel of Bless | General drop / Chest | varies |
| Jewel of Soul | General drop / Chest | varies |
Combining 20 Splinters of Armor produces a Piece of Horn. Combining 20 Claws of Beast produces a Broken Horn. These two intermediate components are the foundation for the first evolution.
First Evolution: Fenrir (Red)
20 Splinters of Armor → Piece of Horn
20 Claws of Beast → Broken Horn
Piece of Horn + Broken Horn + Jewels → Fenrir (1st form)
The first form of the Fenrir, visually identified by its red coloring, already grants significant bonuses and replaces the Dinorant as the primary mount.
1st Form Bonuses:
| Attribute | Bonus |
|---|---|
| Movement speed | +15% |
| Additional physical damage | +100 |
| Additional defense | +50 |
| Flight access | Yes (enabled maps) |
The 1st form has no active special abilities. The movement speed bonus is immediate upon mounting, and the additional damage is applied to all physical attacks of the character while mounted.
Second Evolution: Fenrir (Black/Shadow)
To evolve the Red Fenrir into the second form, you must combine the existing mount with additional materials at the Chaos Goblin:
Fenrir (1st form) + Horn of Fenrir + Jewel of Life (x?) + Jewel of Chaos → Fenrir (2nd form)
The Horn of Fenrir is obtained from combining a specific number of additional Broken Horns. The second form has a dark coloring (black or purple, depending on the client).
Cumulative bonuses in the 2nd Form:
| Attribute | Bonus |
|---|---|
| Movement speed | +15% |
| Additional physical damage | +150 |
| Additional defense | +80 |
| Additional maximum HP | +200 |
| Special ability | Plasma Storm (AoE, 1 secondary target) |
The Plasma Storm ability is the main novelty of the second evolution. It is a limited area attack that strikes the primary target and at least one adjacent target with additional magical damage. The ability's base damage scales with the character's level and is independent of equipment.
Third Evolution: Golden Fenrir
The final form, the Golden Fenrir, is the most powerful version of the mount and requires the greatest resource investment.
Fenrir (2nd form) + additional materials + Jewel of Creation + Jewel of Chaos → Golden Fenrir
The Jewel of Creation is one of the rarest and most valuable materials in S6, often obtained through advanced combinations at the Chaos Goblin or as a rare drop from high-level bosses.
Golden Fenrir total bonuses:
| Attribute | Bonus |
|---|---|
| Movement speed | +15% |
| Additional physical damage | +200 |
| Additional defense | +130 |
| Additional maximum HP | +300 |
| Damage reduction | +10% |
| Special ability | Plasma Storm (enhanced version) |
The enhanced version of Plasma Storm on the Golden Fenrir hits a greater number of secondary targets and applies an additional damage bonus compared to the 2nd form.
Comparison of the three forms:
| Form | Dmg+ | Def+ | HP+ | Dmg Reduction | Plasma Storm |
|---|---|---|---|---|---|
| Red Fenrir (1st) | +100 | +50 | — | — | No |
| Shadow Fenrir (2nd) | +150 | +80 | +200 | — | Yes (basic) |
| Golden Fenrir (3rd) | +200 | +130 | +300 | +10% | Yes (enhanced) |
Detailed Abilities
Plasma Storm
Plasma Storm is the exclusive ability of the Fenrir's advanced forms. Its characteristics in S6:
- Type: Magical area damage (limited AoE)
- Range: Short to medium (approximately the radius of an expanded melee skill)
- Mana cost: Fixed per character level
- Cooldown: No explicit cooldown — activated automatically under specific combat conditions or manually depending on server configuration
- Scaling: Base damage increases with character level and with the mounted class's primary attribute
Speed Bonus
The +15% movement speed bonus applies both on land and in flight. On maps where flight is enabled (Icarus, Aida, among others), the Fenrir offers superior mobility over standard ground movement.
Interaction with Specific Classes
All six S6 classes can use the Fenrir, but there are notable interactions:
- Dark Lord: The Fenrir's damage bonus applies to the character, but the Combat Horse has its own attributes. The Dark Lord can use the Fenrir as an alternative mount to the Horse.
- Magic Gladiator: Since the MG has no 1st and 2nd quest evolutions and no Level 1 Wing, the Fenrir is especially valuable for this character as an early source of mobility and combat bonuses.
- Summoner: The damage bonus applies to the Summoner's physical attacks, complementing the class's magical abilities.
Maintenance and Durability
The Fenrir has a durability system that decreases when the mounted character receives damage. When durability reaches zero, the Fenrir returns to inventory until repaired.
- Repair: Done via NPC or with specific Jewels depending on server configuration
- Maximum durability: Varies by form — more advanced forms have higher base durability
- Durability loss: Occurs only while mounted and receiving damage; movement and abilities do not consume durability
Conclusion
The Fenrir is the definitive mount item of MU Online Season 6. The progression through three forms offers a clear investment curve: the Red Fenrir is accessible and already significantly improves the character; the Shadow Fenrir is the ideal cost-benefit point; the Golden Fenrir is the ultimate goal for players dedicated to maximum performance. Planning fragment collection at Crywolf and accumulating Jewels in advance are the most important steps to complete this journey.
Perguntas frequentes
Does the Fenrir replace the Dinorant?
Yes. Like the Dinorant, the Fenrir is a mount that grants flight on enabled maps. The Golden Fenrir (3rd evolution) surpasses the Dinorant in all combat attributes, but both occupy the same pet/mount slot. You cannot use them simultaneously.
Can all classes use the Fenrir?
Yes, all six S6 classes can ride the Fenrir: Dark Knight, Dark Wizard, Fairy Elf, Magic Gladiator, Dark Lord and Summoner. Each class receives the standard bonuses; the Dark Lord also applies the bonuses to his Combat Horse while mounted.
How much does it cost to create the Fenrir?
The Jewel cost varies, but the full route requires dozens of Jewels of Chaos, Bless, Soul and at least 5 Splinters of Armor obtained at Crywolf. The real cost depends on your server's combination rates. On standard S6 servers, the success rate for the first stage (Broken Horn) is approximately 50%.
Does the Fenrir expire?
No. Unlike limited-duration pets from other games, the Fenrir is permanent once created. It does not lose durability over time, only in combat (when mounted and the character receives damage).