guide
How to spend stat points in MU
Every level gives you points for Strength, Agility, Vitality and Energy (and Command, for the Dark Lord). The best split depends on two things you can measure: what your gear requires and what each class starts with. This guide shows both.
What each stat does
- Strength: required by most melee weapons and armor; raises physical damage.
- Agility: required by bows and some weapons; affects attack speed and defense.
- Vitality: raises HP. HP per point differs by class (see the table).
- Energy: raises mana and is required by spells. Mana per point also differs by class.
- Command: the Dark Lord's stat, tied to pets and some skills.
Starting stats and gain per point
Values from the DefaultClassInfo file: what each class starts with and how much HP and mana it gains per Vitality and Energy point. For a class's full table, open its page under Classes.
A method that works in any version
- Pick the gear you want to use over the next levels.
- Check on the item page how much it requires and how many points your class still needs (the codex works it out).
- Put the minimum needed into requirements.
- The rest goes into your damage stat (Strength for hitters, Energy for casters) plus some Vitality to survive.
Builds by class
Build pages show, per version, how much each high-end piece of the class's gear requires: choose your class and open its build.
FAQ
Where should I put my points in MU?
First the minimum your gear requires, then your damage stat, plus some Vitality. Item and build pages show the exact requirements.
Is a lot of Vitality worth it?
It depends on the class and the server. HP per Vitality point varies by class, as each class page shows.
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Sources
- DefaultClassInfo and item files from the documented emulators
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