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MU Online weapon types: complete guide to swords, staffs, bows, scepters, and more

Complete guide to all weapon types in MU Online: which weapons each class can use (Dark Knight uses swords/axes/spears; Dark Wizard uses staffs; Fairy Elf uses bows and crossbows; Dark Lord uses scepters; Magic Gladiator uses a combination of physical and magical weapons; Summoner uses staffs), one-handed vs two-handed weapon trade-offs (two-handed = more damage vs one-handed + shield = more defense), how weapon stats are calculated (base damage × class stats × upgrade level × Excellent options), best weapon for each class at various stages of progression, and how to upgrade weapons efficiently.

GA Gabriel · Updated on Jul 19, 2024 · ⏱ 13 min read
Quick answer

Every MU Online class has a specific weapon family it was built around. Using the correct weapon type — then upgrading it properly with Jewels and seeking Excellent options — is the foundation of any character's damage output.

Every MU Online class has a specific weapon family it was built around. Using the correct weapon type — then upgrading it properly with Jewels and seeking Excellent options — is the foundation of any character's damage output.

Dica: Weapon priority rule: always use the weapon type suited to your class. An off-class weapon deals less damage and likely misses stat requirements. Once you have the right weapon type: upgrade it with Jewels (JoB for +1-6, JoS for +7-9) and look for Excellent options (especially Increases Damage % and Attack Speed).

Weapon types by class

Complete weapon class assignment:

DARK KNIGHT:
Primary weapons:
→ Swords (one-handed, two-handed) — most common choice
→ Axes (one-handed, two-handed) — alternative to swords
→ Maces — a blunt weapon option
→ Spears — specialized, long reach

Two-handed sword example progression:
Level 20: Short Sword
Level 50: Gladius
Level 100: Dark Breaker
Level 150: Legendary Sword
Level 200+: Dragon Slayer

One-handed sword + shield progression:
→ Any sword + Shield
→ Shield adds significant defense vs two-handed damage advantage
→ DK choice: two-handed if you want maximum damage; one-handed if tanking is priority

DK stat requirements (typical):
→ Most swords require STR 100-400+
→ Two-handed swords: higher STR requirement
→ Always check stat requirements before banking on a weapon

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DARK WIZARD:
Primary weapons: Staffs (one-handed, two-handed)

Staff progression:
Level 1: Skull Staff
Level 30: Thunder Staff
Level 70: Staff of Resurrection
Level 100: Crystal Staff
Level 150: Divine Staff
Level 200+: Grand Soul Staff

One-handed staff + shield:
→ One-handed staff allows shield equip
→ Adds defense but reduces magic damage
→ DW choice: most DW builds use two-handed staffs for maximum Nova damage

Two-handed staff benefits:
→ Higher base magic damage
→ Better Excellent option scaling (damage % on higher base = more damage)
→ Standard choice for DW focused on Nova farming

DW stat requirements:
→ Staffs primarily require ENE
→ Higher-tier staffs need ENE 200-600+
→ Low STR/AGI but high ENE → can equip all staffs

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FAIRY ELF:
Primary weapons: Bows and Crossbows

Bow progression:
Level 1: Short Bow
Level 30: Elven Bow
Level 70: Battle Bow
Level 100: Silver Bow
Level 150: Chaos Legendary Bow
Level 200+: Divine Cross Bow

Two types of ranged weapons:
→ Bows: standard firing animation, good damage
→ Crossbows: slightly different animation and damage profile
→ Elven Bow: specifically designed for Elf (higher damage than standard bows)

Elf stat requirements:
→ Bows require AGI (primary) and some STR
→ High AGI Elf: can equip best bows
→ Energy Elf (support build): may have lower AGI, limiting bow tier

Arrows:
→ Bows require arrows to fire
→ Purchase arrows from the regular NPC shops
→ Carry 200-500 arrows per farming session (expendable, cheap)
→ Crossbows may use different ammunition

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DARK LORD:
Primary weapons: Scepters

Scepter progression:
Level 20: Lord Scepter
Level 70: Great Lord Scepter
Level 150: Divine Scepter
Level 200+: Soleil Scepter

Scepter characteristics:
→ Unique to Dark Lord — no other class uses scepters
→ Scaling: based on STR + CMD (Command stat — DL exclusive)
→ CMD stat: DL's unique stat, also scales guild capacity
→ Higher CMD: more guild members AND better scepter damage

DL stat requirements:
→ Scepters require STR + CMD
→ Dark Lord builds invest in both (unlike other classes that focus 2 stats max)

Dark Lord weapon options:
→ Dark Horse (exclusive DL mount): scales with CMD
→ DL's full damage output: scepter + Dark Horse + Dark Raven combination

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MAGIC GLADIATOR:
Primary weapons: HYBRID (physical AND magical)

MG weapon options:
→ One-handed swords (physical attack)
→ MG-specific magical swords (scale with both STR and ENE)
→ Staffs (one-handed, for magical builds)

MG-specific weapons:
→ Some weapons are MG-exclusive or particularly efficient for MG
→ These weapons scale with the MG's hybrid stats
→ Allow MG to attack with physical AND magical components simultaneously

MG stat scaling:
→ Physical attack: from STR
→ Magical attack: from ENE
→ Both stats contribute → MG builds split investment

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SUMMONER:
Primary weapons: Staffs (same category as DW)

Summoner-specific notes:
→ Uses staffs like DW but scaled to Summoner's ENE stat
→ Summoner's skills (Drain Life, Explosion, etc.) scale with ENE
→ Higher-tier staffs available to Summoner as levels increase
→ Some server configs: Summoner has unique staff variants

One-handed vs two-handed comparison

The fundamental trade-off:

ONE-HANDED WEAPON + SHIELD:
→ Main hand: weapon
→ Off-hand: shield (adds Defense + Block rate)
→ Damage: lower than two-handed equivalent
→ Survivability: higher (shield defense)
→ Best for: classes that need to survive hits (DK tanking, DL)

TWO-HANDED WEAPON:
→ Both hands: weapon
→ No shield slot
→ Damage: higher than one-handed equivalent
→ Survivability: lower (no shield defense)
→ Best for: classes that stay at range (DW) or want maximum DPS (DK damage build)

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Class recommendations:

DK — depends on role:
→ Tank/party support: one-handed sword + shield
→ Solo farming/DPS: two-handed sword
→ Most end-game DKs: two-handed (damage > survivability when well-geared)

DW — almost always two-handed:
→ DW fights at range → doesn't need shield defense
→ Two-handed staff: maximum magic damage for Nova
→ Exception: PvP builds sometimes use one-handed + shield for more defense

DL — mixed:
→ Scepter + shield: good survivability for the frontline DL
→ Two-handed scepter (if available): maximum damage
→ Check your server's DL weapon options

Elf — always two-handed bow:
→ Bows are inherently two-handed
→ Elf has no shield option when using a bow (bow occupies both hand slots)
→ Elf survivability comes from range/kiting, not shield

MG — mixed:
→ One-handed + shield: survivability option for melee-focused MG
→ Two-handed: maximum damage for caster MG

Weapon stats and Excellent options

What determines a weapon's damage:

1. Base damage (weapon stat):
→ Each weapon has a base damage range (e.g., "Damage: 30-50")
→ Higher tier weapons: higher base damage
→ The +level upgrade increases this base damage further

2. Upgrade level (+0 to +15):
→ +1: small damage increase
→ +6: noticeable damage increase (safe limit with JoB)
→ +9: substantial increase (risky zone with JoS, risk of failure)
→ +10 to +15: rare/extreme (very low success rates)

3. Class stat scaling:
→ DK weapons: scale with STR (and partially AGI)
→ DW weapons: scale with ENE
→ Elf weapons: scale with AGI
→ DL weapons: scale with STR + CMD
→ Higher stat in the relevant attribute = more damage from the same weapon

4. Excellent options (the most impactful multiplier):

Best Excellent options for weapons:
→ Increases Damage % (+% to all damage): the best option
   A weapon with +12% damage: every hit deals 12% more → very significant
→ Attack Speed Increase: attacks faster → more DPS over time
→ Life After Each Monster Kill: HP regen per kill (farming quality of life)
→ Mana After Each Monster Kill: Mana regen per kill

Worst Excellent options for weapons:
→ Defense options on weapons: useless (go on armor)
→ Specific resistance options: marginal value

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Weapon upgrade strategy:

Safe zone (Jewel of Bless only):
+0 → +6: use JoB, no failure risk
→ 1 JoB per upgrade = 6 JoB total for +6
→ Always bring a weapon to at least +6 before evaluating further

Risky zone (Jewel of Soul):
+7 → +9: use JoS, risk of item dropping one level
→ At +7: JoS application → success = +8, failure = drops to +6
→ At +8: JoS application → success = +9, failure = drops to +7
→ At +9: already at common end-game target

JoS math:
→ Average JoS to reach +9 from +6: 4-8 JoS depending on luck
→ Some players need 20+ JoS due to bad luck
→ Budget 10 JoS when planning a +9 attempt

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Weapon tier progression example (DK):

Level 20-50: Short Sword or better at +0 to +3
Level 50-100: Gladius or Dark Breaker at +4 to +6
Level 100-150: Legendary Sword at +6 to +7
Level 150-200: Seeking Excellent weapon at +7 to +9
Level 200+: Excellent weapon with Increases Damage % + Attack Speed at +9
End-game goal: Excellent weapon with 2 best options at +9
Nota: The Excellent option "Increases Damage %" on a weapon is the single highest-impact item property in MU Online. A weapon with +12% damage at +9 is broadly better than the same weapon without that option at +11 — because the percentage applies to ALL sources of the character's damage (base attack + weapon scaling + skill bonuses). This is why players invest enormous Jewels into finding and keeping weapons with this specific option. It's not just a nice bonus — it's a fundamental multiplier that separates good weapons from great ones.
Atenção: Never equip a weapon without checking its stat requirements first. A DK trying to equip a weapon that requires STR 400 but only has STR 300: the weapon doesn't work properly (shows "can't equip" or equips at massively reduced effectiveness). Always check your stats against the weapon's requirements, especially when picking up drops that look tempting. Plan your stat allocation around the weapons you want to use, not the other way around.

See also the Jewel of Bless and Jewel of Soul guide (how to upgrade weapons), the Excellent items guide (how Excellent options are identified), and the per-class build guides (stat distribution for weapon damage scaling).

Frequently asked questions

Which weapons does each class use in MU Online?

Dark Knight: swords (one and two-handed), axes (one and two-handed), maces, spears. Dark Wizard: staffs (one and two-handed). Fairy Elf: bows (standard and elven), crossbows. Dark Lord: scepters. Magic Gladiator: physical weapons (swords) AND magical weapons (staffs and MG-specific weapons like the Blade). Summoner: staffs. Each weapon type has stat requirements (STR/AGI/ENE) that must be met to equip it.

What's the difference between one-handed and two-handed weapons?

Two-handed weapons (a two-handed sword, a long staff) typically deal more damage than one-handed equivalents but occupy both hands — preventing the use of a shield. One-handed weapons deal slightly less damage but allow equipping a shield in the off-hand, adding significant defense. For DK: this is a trade-off between damage (two-handed) and survivability (one-handed + shield). For DW: staffs can be one or two-handed — two-handed staffs give more magic damage.

What makes an Excellent weapon better than a normal weapon of the same type?

Excellent weapons have up to 2 special additional options beyond their base stats. The best damage options include: Increases Damage % (adds a flat percentage to all damage dealt), Attack Speed Increase (attacks faster = more DPS), Life After Each Monster Kill (HP regen during farming). An Excellent weapon with good options can be 50-100% more effective than the same weapon without Excellent options, even at the same upgrade level.

How do I upgrade a weapon and what is the safe limit?

Upgrade weapons at the Chaos Goblin using Jewels: Jewel of Bless for safe upgrades (+1 to +6), Jewel of Soul for risky upgrades (+7 to +9, with chance of dropping back one level or item destruction). Above +9 requires special conditions. The standard progression: use JoB freely to +6, then use JoS carefully to +7, +8, +9. A +9 Excellent weapon is the standard end-game goal for most players.

GA
Guides & builds editor

Gabriel covers gameplay, class builds, PvP and progression. He tests every strategy on a live server before publishing.

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