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.
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.
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
---
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
---
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
---
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
---
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
---
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)
---
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
---
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
---
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
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.