
How Mu Veyra works
The systems behind the game: how EXP, resets, jewels and zen work, and what everything costs.
EXP system
Mu Veyra uses a dynamic EXP rate: the higher your level, the lower the rate. The first levels fly, and level 400 is a real goal.
- Monster level matters. Monsters close to your level give the best EXP per minute.
- Bonuses stack. VIP, Seal of EXP, pets and Happy Hour all work together on top of your rate. For example VIP Gold (+30%) together with a Seal gives more than each one alone.
- Party. Every member adds a party bonus, and the EXP of each kill is shared by level. Each member gets at most what a solo hunt would give plus 5% for every other member, so low-level heroes next to a strong one do not level faster. The level difference between the highest and the lowest member can be at most 130.
- Offline leveling gives 50% of the EXP of active play.
Resets
At level 400 you can reset your hero with /reset (or in your hub). The hero goes back to level 10 and gets 600 stat points for every reset: 600 after the first, 1,200 after the second, and so on. Each reset makes you stronger, so the next climb is faster to start.
| Reset | Zen cost |
|---|---|
| 1st | 100,000,000 |
| 2nd | 150,000,000 |
| 3rd | 200,000,000 |
| 4th | 250,000,000 |
| 5th | 300,000,000 |
| 6th to 10th | 350,000,000 each |
| 11th to 20th | +60,000,000 each reset (410M at the 11th, 950M at the 20th) |
| 21st and up | +75,000,000 each reset, up to 2,000,000,000 |
- Zen is the second key. The cost grows in steps, so heroes with many resets need to save zen too. Type
/resetinfoin the game to see your next cost and points.
Jewel economy
The jewel economy of Mu Veyra is run by an AI balancing system. Every day it counts how many jewels enter the game and how many players use for upgrades and mixes, and it does its own math to keep the pace healthy, so jewels keep their value for trading and upgrading.
That is why your luck changes from day to day: some days you will find more jewels, some days fewer. It is part of the game, not a bug.
The system rewards players who move around: hunting at your level, joining events and killing golden monsters, bosses and invasions brings far more jewels than farming one easy spot.
What decides how many jewels you find:
- The level of the monster. Jewels come from monsters that match your level. A high-level hero who farms weak monsters (for example level 300+ in Devias or Lorencia) will find almost no jewels there.
- Where you hunt. Stronger maps (Kanturu, Tarkan, Icarus, Aida, Lost Tower 5-7, Kalima) give the most.
- Events and special monsters. The Red Dragon always drops a jewel, the White Wizard always drops 2 Jewels of Bless and 1 Jewel of Soul, and golden monsters, bosses, Kalima and Chaos Castle are rich sources too.
- Active play. Offline leveling brings only a small part of the jewels you would find yourself.
- Rarity. Jewel of Chaos is the most common, Jewel of Soul the rarest.
Drops
- Items follow the monster level. Each monster drops the items made for its level range, so better items and excellent options come from stronger maps.
- Excellent items are a rare roll on any item drop. Boxes of Kundun from golden monsters and bosses can hold them too.
- VIP gives a chance of one extra drop roll on every monster you kill.
- Loot rights. The player who did the most damage gets the loot of a boss or golden monster.
- Party drops are shared: in a party, whoever picks an item up first gets it.
Zen: income & costs
Income: monsters (stronger maps pay more, VIP Gold adds more zen), selling items to NPCs, trading with players and event rewards.
| Cost | How it works |
|---|---|
| Reset | See Resets: 100,000,000 for the first, up to 2,000,000,000. The biggest zen cost in the game. |
| MU Helper and offline leveling | Every 5 minutes: your level × 60 zen (for example 18,000 zen at level 300). The price per level grows with the helper time you use in a day: ×60 for the first 3h 20m, then ×150, ×240, ×300 and ×360 (every 3h 20m). MU Helper and /offlevel share the same daily time and start fresh at 00:00 UTC. In the game, /helper shows your helper time today and your price now. |
| Death | Killed by a monster: 1% of the zen you carry (level 10–149), 2% (150–219), 3% (220+), 4% (master). The vault is always safe. |
| Chaos Machine | Every mix has a zen price, paid even if the mix fails. See Chaos Machine costs. |
| Travel | /move and the move window: 2,000 zen (Lorencia, Noria, Devias) up to 15,000 zen (Crywolf, Raklion, Vulcanus). |
| Chaos Castle entry | An Armor of Guardsman plus 25,000 zen (CC1, level 15–149), 250,000 (CC4, level 150–299) or 650,000 (CC6, level 300+ and every hero with a reset). CC7 (master class): 1,000,000. |
| Blood Castle and Devil Square | No zen fee: you need the ticket (Invisibility Cloak or Devil's Invitation). |
| Duel | 30,000 zen for each player. |
| Lahap | Packing jewels: 500,000 zen for every 10 jewels. Unpacking: 1,000,000 zen. |
| PK clear | /pkclear: 10,000,000 zen for every player kill. |
| Repairs | Grow with the item level and quality. |
Upgrades
| Level | How | Chance | If it fails |
|---|---|---|---|
| +1 to +6 | Jewel of Bless | Always works | - |
| +7 to +9 | Jewel of Soul | 50%, 75% with Luck | The item drops back (to +0 from +7 and higher) |
| +10 to +15 | Chaos Machine | 60% to 50%, +25% with Luck | The item and the jewels are lost |
Chaos Machine costs
| Mix | You need | Chance | Zen |
|---|---|---|---|
| +10 | +9 item, 1 Chaos, 1 Bless, 1 Soul | 60% | 2,000,000 |
| +11 | +10 item, 1 Chaos, 2 Bless, 2 Soul | 60% | 4,000,000 |
| +12 | +11 item, 1 Chaos, 3 Bless, 3 Soul | 55% | 6,000,000 |
| +13 | +12 item, 1 Chaos, 4 Bless, 4 Soul | 55% | 8,000,000 |
| +14 | +13 item, 1 Chaos, 5 Bless, 5 Soul | 50% | 10,000,000 |
| +15 | +14 item, 1 Chaos, 6 Bless, 6 Soul | 50% | 12,000,000 |
| Fruits | 1 Creation, 1 Chaos | 90% | 3,000,000 |
| 2nd level wings | Level 1 wings, Loch's Feather, 1 Chaos (excellent items +4 or higher raise the chance) | Up to 90% | 5,000,000 |
| Dark Horse | Spirit, 5 Bless, 5 Soul, 1 Creation, 1 Chaos | 60% | 5,000,000 |
| Life Stone | 5 Bless, 5 Soul, 1 Guardian, 1 Chaos | 100% | 5,000,000 |
MU Helper & offline leveling
- Background play. The game keeps running in a background tab or a minimized window, so MU Helper hunts on while you do something else.
- MU Helper (Z opens its settings, Home starts and stops it) hunts for you while you watch. Type
/helperto see your helper time today and the price now. It costs zen every 5 minutes (see Zen costs). If you run out of zen it stops. - Offline leveling (
/offlevel, from level 50, saved accounts only - not guest accounts, start MU Helper first): your hero keeps hunting after you close the game.- Up to 4 hours a day per account (starts fresh at 00:00 UTC).
- 50% of the EXP and zen of active play, and only a small part of the item and jewel drops.
- It costs the same helper fee as MU Helper, and the time counts together with it.
Vault & jewel stacks
- Vault: open it at the vault keeper in town, or anywhere with
/openware. Zen in the vault is safe when you die. - Lahap packs 10, 20 or 30 jewels of the same kind into one slot (500,000 zen for every 10) and unpacks them again (1,000,000 zen). He is in Lorencia, Devias, Elvenland and Crywolf.
Death
| Your level | Zen you carry | EXP |
|---|---|---|
| 10 – 149 | -1% | -1% |
| 150 – 219 | -2% | -1% |
| 220 – 400 | -3% | -1% |
| Master class | -4% | -0.7% |
- Only a death to a monster costs zen and EXP. Zen in the vault is never lost.
- Inside Blood Castle, Devil Square and Chaos Castle you lose nothing.
- Player killers (PK) lose more EXP: 2% to 7%, by level and PK status.
/pkclearremoves the status.
Events & invasions
All times are UTC. The events page shows the next start of each one.
| Event | When (UTC) | What you get |
|---|---|---|
| Blood Castle | Every 2 hours: 00:00, 02:00 … 22:00 | Big EXP and zen. Needs an Invisibility Cloak. Heroes with a reset enter Blood Castle 4-7. |
| Devil Square | Every 4 hours: 00:30, 04:30, 08:30, 12:30, 16:30, 20:30 | Big EXP and zen; the best score wins. Needs a Devil's Invitation. Heroes with a reset enter Devil Square 5-6 (7 with the master class). |
| Chaos Castle | Every 2 hours: 01:00, 03:00 … 23:00 | Last one standing wins jewels and items. Starts with at least 2 players. Needs an Armor of Guardsman and a zen fee. Heroes with a reset enter Chaos Castle 6. |
| Golden invasion | Every 4 hours: 00:00, 04:00 … 20:00 (30 min) | Golden monsters in Lorencia, Noria, Devias, Atlans and Tarkan: Boxes of Kundun, Rena and items. |
| Red Dragon invasion | 02:00, 08:00, 14:00, 20:00 (30 min) | Always a jewel, sometimes two. |
| White Wizard invasion | 12:00, 14:00 … 22:00 (30 min) | The White Wizard always drops 2 Jewels of Bless and 1 Jewel of Soul (sometimes a 4th jewel); his army comes with him. |
| Happy Hour | 02:05, 10:05, 18:05 (1 hour) | +15% EXP for heroes with fewer than 2 resets. |
| Kanturu | Every 6 hours: 00:00, 06:00, 12:00, 18:00 | The Kanturu boss battle (Maya and Nightmare). |
| Crywolf | Wednesday and Saturday 19:30 (announced 19:15) | Defend the Wolf Statue against Balgass and his army. See Crywolf. |
| Illusion Temple | Every 4 hours: 02:30, 06:30 … 22:30 | Two teams fight for the sacred relic. Enter at Mirage in Devias with a Scroll of Blood; the winning team gets EXP and a chance of a jewel. |
| Kalima | Any time | Open it with a Lost Map. Strong monsters and Kundun at the end. |
| Wandering Merchants | Every 1–3 hours | Three traveling merchants (Martin, Harold, Zyro) move between Lorencia, Devias, Elvenland and Crywolf with special goods. |
Crywolf
Twice a week Balgass and his werewolf army attack the Crywolf Fortress (level 300+). Every player on the map can help.
- Altars: five altars protect the Wolf Statue. Any class can hold an altar; three held altars already give the statue a strong shield.
- The battle: waves of monsters for about 20 minutes, then Balgass himself. Kill him before the time runs out and keep the altars held.
- Rewards: every player gets points for kills and altars, and the best ones get EXP and items at the end.
- Result for the whole server (24 hours): a victory gives +5% success in the Chaos Machine. A defeat can bring a penalty - defend the fortress!
Moss the Merchant
Moss in Elvenland sells mystery items: pay zen, pick the item type, and you get a random item of that type.
| Tier | Price | Items |
|---|---|---|
| 1 | 1,000,000 zen | Starting and middle sets and weapons |
| 2 | 4,000,000 zen | High sets and weapons |
| 3 | 12,000,000 zen | Top second and third class sets and weapons |
Items come from +0 to +4, sometimes with Skill or Luck, and with a small chance of an excellent or even an ancient item. The level 380 sets, wings and jewels never come from Moss.
Lucky Coins
Lucky Coins drop rarely from monsters of your level, and the winners of Blood Castle, Devil Square and Chaos Castle get one too. Bring them to Delgado in Lorencia:
| Coins | You get |
|---|---|
| 10 | Box of Kundun +1, large potions and a chance of a Jewel of Chaos |
| 20 | Box of Kundun +3 and a chance of a Jewel of Bless or Chaos |
| 30 | Box of Kundun +4 and a chance of Bless, Creation, Soul or an excellent item |
Gens
Join one of the two Gens families, Duprian or Vanert, at their NPC. Gens members fight each other in Vulcanus, the Gens battle zone, earn contribution points and climb the Gens ranks.