EvoMU. We've raised the bar.
Months of development. Game systems rebuilt in depth. A world of MU waiting to be discovered again.
We focused on what matters most: how your character grows, what happens in combat, what brings a guild together, and where your next goal leads. That work has reached the client, server, economy, interface, graphics and game content.
In EvoMU, the classic foundation has grown in scope: several paths of progression, a broader class arsenal, epic raids, custom events and features that change everyday play.
5,000 quests in a continuous chain. 12 epic raids. Eight playable classes.
View quests and rewards
Quest journey
Browse the full quest chain or search by quest number, monster or item.
Class-specific rewards are alternatives: the game grants the item matching your class.
Monster and item names follow the supplied game configuration.
Loading quests…
| Quest | Objectives | Rewards |
|---|
Behind these numbers is work that can be seen in motion, felt in battle and judged by the capabilities of your character.
Your character can do more
Power in EvoMU comes from decisions. What kind of hero will you be: a resilient fighter, a dangerous opponent in PvP, a boss hunter, or a character who brings maximum benefit to his group?
We developed several independent progression systems. Rage expands your character through a tree of upgrades and specializations. Soul adds its own experience, levels and bonus allocation. Achievements connect hunting, collecting items and other goals with additional character bonuses.
Grand Reset opens another path: GR Points let you permanently learn new skills. Learned abilities remain after a level reset; class, weapon, stat and resource requirements still determine how you use them.
Free EXP complements these systems: experience earned under its rules in Blood Castle and Devil Square can be spent on the levels you still need to reach your Reset target. You gain more ways to advance and more reasons to plan your progression.
Eight classes. More ways to fight
Eight playable classes offer distinct combat styles, skills and roles. Explore their abilities and choose how to fight.
Dark Knight — Dragon Roar, Dark Side, Sword's Fury and fiery strikes. The knight gains more tools for applying pressure and strengthening attacks, along with decisions about timing, resource use and acceptable risk.
Combat formulas
Base values from the supplied server configuration; equipment, effects and skills modify the final values.
STR, AGI, VIT, ENE, CMD: total stats including bonuses. L = character level. ⌊x⌋ means round down at each division.
- Physical damage, min–max
- ⌊STR / 10⌋ → ⌊STR / 5⌋
- Magic / curse damage, min–max
- ⌊ENE / 10⌋ → ⌊ENE / 5⌋
- Defense
- ⌊AGI / 8⌋
- PvE attack rate
- 5 × L + ⌊AGI × 3 / 2⌋ + ⌊STR / 4⌋
- PvE defense rate
- ⌊AGI / 4⌋
- PvP attack rate
- ⌊(max(0, AGI) + 32500) × 390 / 100⌋
- PvP defense rate
- ⌊(max(0, AGI) + 32500) × 50 / 100⌋
- Base speed
- Physical: ⌊AGI × 1 / 15⌋ · Magic: ⌊AGI / 20⌋
- Skill damage multiplier
- (20000 + ⌊45000 × min(max(ENE, 0), 32500) / 32500⌋) / 100 %
The multiplier uses the indicated total stat clamped to the configured limit.
Skill damage multiplier
For eligible skills the server multiplies damage at this stage by Skill Damage: 100% = ×1, 200% = ×2. The multiplier grows with the shown total stat up to the limit.
Physical skills · ENE
| Stat | Multiplier | With 1,000 damage at this stage |
|---|---|---|
| 0 | 200% | 2000 |
| 16250 | 425% | 4250 |
| 32500 | 650% | 6500 |
This example only applies the multiplier; later skill, PvP, equipment and other effects change the final damage.
Basic attacks do not receive this multiplier. Plasma Storm and some other cases use separate calculations; individual skills may have their own multiplier.
Dark Knight Blow formula
Sword Blow, Fire Blow and Sword Blow of Fire use their own base rather than the normal Dark Knight Skill Damage curve.
Multipliers relative to the base: Sword Blow × 105% · Fire Blow × 110% · Sword Blow of Fire × 115%.
Fire Blow retains fractional percentages; the other two round the base down.
Dark Knight combo
After completing the required game quest, use a weapon skill followed by two different finishing skills.
Reaction combo is enabled: after the second hit, wait for the cue and use the third skill during the displayed window.
Cue delay and window: 400–1600 ms · 400 ms. Network allowance: 150 ms.
- Damage at the combo step in PvP
- 2 × D + ⌊(STR + AGI + ENE) / 2⌋ × 9
- Damage at the combo step in PvE
- 2 × D + ⌊(STR + AGI + ENE) / 1⌋ × 2
D is the damage immediately before the combo step. The server first doubles D, then adds the shown value; further PvP/PvE factors and bonuses may apply.
A = attacker’s final PvP attack rate; D = defender’s final PvP defense rate.
Server PvP and Castle Siege
The general PvP multiplier is 20%. During an active Castle Siege, attacks between opposing sides also use 90%: 20% × 90% = 18% before class and other modifiers.
Same-side siege damage is configured at 0%; attacks on the crown user use 90%. Skills, equipment, buffs and other rules can change the final damage.
Percentages are the outgoing class-versus-class multipliers.
Event multipliers: Duel 100% · Gens 100% · Chaos Castle 70% · Illusion Temple 70%
Some skills have their own hit checks; PvP modifiers, equipment, Rage, buffs and event rules alter the result.
Dark Wizard - falling meteors, streaks of fire and walls of ice. Direction, distance and positioning of opponents become part of working with the magician's new arsenal.
Combat formulas
Base values from the supplied server configuration; equipment, effects and skills modify the final values.
STR, AGI, VIT, ENE, CMD: total stats including bonuses. L = character level. ⌊x⌋ means round down at each division.
- Physical damage, min–max
- ⌊STR / 12⌋ → ⌊STR / 6⌋
- Magic / curse damage, min–max
- ⌊ENE / 10⌋ → ⌊ENE / 5⌋
- Defense
- ⌊AGI / 6⌋
- PvE attack rate
- 5 × L + ⌊AGI × 3 / 2⌋ + ⌊STR / 4⌋
- PvE defense rate
- ⌊AGI / 3⌋
- PvP attack rate
- ⌊(max(0, AGI) + 32500) × 360 / 100⌋
- PvP defense rate
- ⌊(max(0, AGI) + 32500) × 47 / 100⌋
- Base speed
- Physical: ⌊AGI × 1 / 20⌋ · Magic: ⌊AGI / 15⌋
- Skill damage multiplier
- (10000 + ⌊15000 × min(max(STR, 0), 32500) / 32500⌋) / 100 %
The multiplier uses the indicated total stat clamped to the configured limit.
Skill damage multiplier
For eligible skills the server multiplies damage at this stage by Skill Damage: 100% = ×1, 200% = ×2. The multiplier grows with the shown total stat up to the limit.
Magic skills · STR
| Stat | Multiplier | With 1,000 damage at this stage |
|---|---|---|
| 0 | 100% | 1000 |
| 16250 | 175% | 1750 |
| 32500 | 250% | 2500 |
This example only applies the multiplier; later skill, PvP, equipment and other effects change the final damage.
Basic attacks do not receive this multiplier. Plasma Storm and some other cases use separate calculations; individual skills may have their own multiplier.
A = attacker’s final PvP attack rate; D = defender’s final PvP defense rate.
Server PvP and Castle Siege
The general PvP multiplier is 20%. During an active Castle Siege, attacks between opposing sides also use 90%: 20% × 90% = 18% before class and other modifiers.
Same-side siege damage is configured at 0%; attacks on the crown user use 90%. Skills, equipment, buffs and other rules can change the final damage.
Percentages are the outgoing class-versus-class multipliers.
Event multipliers: Duel 100% · Gens 100% · Chaos Castle 70% · Illusion Temple 70%
Some skills have their own hit checks; PvP modifiers, equipment, Rage, buffs and event rules alter the result.
Elf - six new abilities: mass attacks, traps, maneuvers and support. Rain of Arrows, Magnetic Field, Wind Sprint and Green Sanctum expand the elf's role in solo and group combat.
Combat formulas
Base values from the supplied server configuration; equipment, effects and skills modify the final values.
STR, AGI, VIT, ENE, CMD: total stats including bonuses. L = character level. ⌊x⌋ means round down at each division.
- Physical damage, min–max
- ⌊(STR + AGI) / 12⌋ → ⌊(STR + AGI) / 6⌋
- Magic / curse damage, min–max
- ⌊ENE / 12⌋ → ⌊ENE / 6⌋
- Physical damage with a usable bow or crossbow, min–max
- (⌊STR / 12⌋ + ⌊AGI / 10⌋) → (⌊STR / 6⌋ + ⌊AGI / 5⌋)
- Defense
- ⌊AGI / 6⌋
- PvE attack rate
- 5 × L + ⌊AGI × 3 / 2⌋ + ⌊STR / 4⌋
- PvE defense rate
- ⌊AGI / 4⌋
- PvP attack rate
- ⌊(max(0, AGI) + 32500) × 410 / 100⌋
- PvP defense rate
- ⌊(max(0, AGI) + 32500) × 62 / 100⌋
- Base speed
- Physical: ⌊AGI × 1 / 30⌋ · Magic: ⌊AGI / 30⌋
- Skill damage multiplier
- (10000 + ⌊10000 × min(max(VIT, 0), 32500) / 32500⌋) / 100 %
The multiplier uses the indicated total stat clamped to the configured limit.
Skill damage multiplier
For eligible skills the server multiplies damage at this stage by Skill Damage: 100% = ×1, 200% = ×2. The multiplier grows with the shown total stat up to the limit.
Physical skills · VIT
| Stat | Multiplier | With 1,000 damage at this stage |
|---|---|---|
| 0 | 100% | 1000 |
| 16250 | 150% | 1500 |
| 32500 | 200% | 2000 |
This example only applies the multiplier; later skill, PvP, equipment and other effects change the final damage.
Basic attacks do not receive this multiplier. Plasma Storm and some other cases use separate calculations; individual skills may have their own multiplier.
A = attacker’s final PvP attack rate; D = defender’s final PvP defense rate.
Server PvP and Castle Siege
The general PvP multiplier is 20%. During an active Castle Siege, attacks between opposing sides also use 90%: 20% × 90% = 18% before class and other modifiers.
Same-side siege damage is configured at 0%; attacks on the crown user use 90%. Skills, equipment, buffs and other rules can change the final damage.
Percentages are the outgoing class-versus-class multipliers.
Event multipliers: Duel 100% · Gens 100% · Chaos Castle 70% · Illusion Temple 70%
Some skills have their own hit checks; PvP modifiers, equipment, Rage, buffs and event rules alter the result.
Magic Gladiator - rituals and war dances that complement the class's hybrid style and enhance different aspects of the character.
Combat formulas
Base values from the supplied server configuration; equipment, effects and skills modify the final values.
STR, AGI, VIT, ENE, CMD: total stats including bonuses. L = character level. ⌊x⌋ means round down at each division.
- Physical damage, min–max
- ⌊STR / 12⌋ + ⌊ENE / 10⌋ → ⌊STR / 6⌋ + ⌊ENE / 5⌋
- Magic / curse damage, min–max
- ⌊ENE / 10⌋ → ⌊ENE / 5⌋
- Defense
- ⌊AGI / 6⌋
- PvE attack rate
- 5 × L + ⌊AGI × 3 / 2⌋ + ⌊STR / 4⌋
- PvE defense rate
- ⌊AGI / 4⌋
- PvP attack rate
- ⌊(max(0, AGI) + 32500) × 370 / 100⌋
- PvP defense rate
- ⌊(max(0, AGI) + 32500) × 57 / 100⌋
- Base speed
- Physical: ⌊AGI × 1 / 15⌋ · Magic: ⌊AGI / 20⌋
- Physical skills
- (20000 + ⌊15000 × min(max(VIT, 0), 32500) / 32500⌋) / 100 %
- Magic skills
- (20000 + ⌊20000 × min(max(VIT, 0), 32500) / 32500⌋) / 100 %
The multiplier uses the indicated total stat clamped to the configured limit.
Skill damage multiplier
For eligible skills the server multiplies damage at this stage by Skill Damage: 100% = ×1, 200% = ×2. The multiplier grows with the shown total stat up to the limit.
Physical skills · VIT
| Stat | Multiplier | With 1,000 damage at this stage |
|---|---|---|
| 0 | 200% | 2000 |
| 16250 | 275% | 2750 |
| 32500 | 350% | 3500 |
Magic skills · VIT
| Stat | Multiplier | With 1,000 damage at this stage |
|---|---|---|
| 0 | 200% | 2000 |
| 16250 | 300% | 3000 |
| 32500 | 400% | 4000 |
This example only applies the multiplier; later skill, PvP, equipment and other effects change the final damage.
Basic attacks do not receive this multiplier. Plasma Storm and some other cases use separate calculations; individual skills may have their own multiplier.
A = attacker’s final PvP attack rate; D = defender’s final PvP defense rate.
Server PvP and Castle Siege
The general PvP multiplier is 20%. During an active Castle Siege, attacks between opposing sides also use 90%: 20% × 90% = 18% before class and other modifiers.
Same-side siege damage is configured at 0%; attacks on the crown user use 90%. Skills, equipment, buffs and other rules can change the final damage.
Percentages are the outgoing class-versus-class multipliers.
Event multipliers: Duel 100% · Gens 100% · Chaos Castle 70% · Illusion Temple 70%
Some skills have their own hit checks; PvP modifiers, equipment, Rage, buffs and event rules alter the result.
Dark Lord - Lord's Gale, Eternal Flames, Infernal Burst, Call of Thunder and Weapon Throw. Fire, lightning and new attacks give the lord an expressive, recognizable arsenal.
Combat formulas
Base values from the supplied server configuration; equipment, effects and skills modify the final values.
STR, AGI, VIT, ENE, CMD: total stats including bonuses. L = character level. ⌊x⌋ means round down at each division.
- Physical damage, min–max
- ⌊STR / 14⌋ + ⌊ENE / 14⌋ → ⌊STR / 8⌋ + ⌊ENE / 8⌋
- Magic / curse damage, min–max
- ⌊ENE / 14⌋ → ⌊ENE / 8⌋
- Defense
- ⌊AGI / 8⌋
- PvE attack rate
- 5 × L + ⌊AGI × 6 / 2⌋ + ⌊STR / 4⌋ + ⌊CMD / 10⌋
- PvE defense rate
- ⌊AGI / 7⌋
- PvP attack rate
- ⌊(max(0, AGI) + 32500) × 390 / 100⌋
- PvP defense rate
- ⌊(max(0, AGI) + 32500) × 47 / 100⌋
- Base speed
- Physical: ⌊AGI × 1 / 15⌋ · Magic: ⌊AGI / 10⌋
- Skill damage multiplier
- (15000 + ⌊48000 × min(max(ENE, 0), 32500) / 32500⌋) / 100 %
The multiplier uses the indicated total stat clamped to the configured limit.
Skill damage multiplier
For eligible skills the server multiplies damage at this stage by Skill Damage: 100% = ×1, 200% = ×2. The multiplier grows with the shown total stat up to the limit.
Physical skills · ENE
| Stat | Multiplier | With 1,000 damage at this stage |
|---|---|---|
| 0 | 150% | 1500 |
| 16250 | 390% | 3900 |
| 32500 | 630% | 6300 |
This example only applies the multiplier; later skill, PvP, equipment and other effects change the final damage.
Basic attacks do not receive this multiplier. Plasma Storm and some other cases use separate calculations; individual skills may have their own multiplier.
A = attacker’s final PvP attack rate; D = defender’s final PvP defense rate.
Server PvP and Castle Siege
The general PvP multiplier is 20%. During an active Castle Siege, attacks between opposing sides also use 90%: 20% × 90% = 18% before class and other modifiers.
Same-side siege damage is configured at 0%; attacks on the crown user use 90%. Skills, equipment, buffs and other rules can change the final damage.
Percentages are the outgoing class-versus-class multipliers.
Event multipliers: Duel 100% · Gens 100% · Chaos Castle 70% · Illusion Temple 70%
Some skills have their own hit checks; PvP modifiers, equipment, Rage, buffs and event rules alter the result.
Summoner - Eight new skills with dark magic, control, healing and defensive capabilities. The class has more tools to influence the course of the battle.
Combat formulas
Base values from the supplied server configuration; equipment, effects and skills modify the final values.
STR, AGI, VIT, ENE, CMD: total stats including bonuses. L = character level. ⌊x⌋ means round down at each division.
- Physical damage, min–max
- ⌊(STR + AGI) / 12⌋ → ⌊(STR + AGI) / 6⌋
- Magic / curse damage, min–max
- ⌊ENE / 10⌋ → ⌊ENE / 5⌋
- Defense
- ⌊AGI / 6⌋
- PvE attack rate
- 5 × L + ⌊AGI × 3 / 2⌋ + ⌊STR / 4⌋
- PvE defense rate
- ⌊AGI / 4⌋
- PvP attack rate
- ⌊(max(0, AGI) + 32500) × 345 / 100⌋
- PvP defense rate
- ⌊(max(0, AGI) + 32500) × 55 / 100⌋
- Base speed
- Physical: ⌊AGI × 1 / 20⌋ · Magic: ⌊AGI / 20⌋
- Skill damage multiplier
- (10000 + ⌊15000 × min(max(STR, 0), 32500) / 32500⌋) / 100 %
The multiplier uses the indicated total stat clamped to the configured limit.
Skill damage multiplier
For eligible skills the server multiplies damage at this stage by Skill Damage: 100% = ×1, 200% = ×2. The multiplier grows with the shown total stat up to the limit.
Magic skills · STR
| Stat | Multiplier | With 1,000 damage at this stage |
|---|---|---|
| 0 | 100% | 1000 |
| 16250 | 175% | 1750 |
| 32500 | 250% | 2500 |
This example only applies the multiplier; later skill, PvP, equipment and other effects change the final damage.
Basic attacks do not receive this multiplier. Plasma Storm and some other cases use separate calculations; individual skills may have their own multiplier.
A = attacker’s final PvP attack rate; D = defender’s final PvP defense rate.
Server PvP and Castle Siege
The general PvP multiplier is 20%. During an active Castle Siege, attacks between opposing sides also use 90%: 20% × 90% = 18% before class and other modifiers.
Same-side siege damage is configured at 0%; attacks on the crown user use 90%. Skills, equipment, buffs and other rules can change the final damage.
Percentages are the outgoing class-versus-class multipliers.
Event multipliers: Duel 100% · Gens 100% · Chaos Castle 70% · Illusion Temple 70%
Some skills have their own hit checks; PvP modifiers, equipment, Rage, buffs and event rules alter the result.
Assassin — a swift fighter using precise strikes, mobility and weakening skills such as Shadow Fang, Piercing Strike and Umbral Step.
Combat formulas
Base values from the supplied server configuration; equipment, effects and skills modify the final values.
STR, AGI, VIT, ENE, CMD: total stats including bonuses. L = character level. ⌊x⌋ means round down at each division.
- Physical damage, min–max
- ⌊STR / 10⌋ → ⌊STR / 5⌋
- Magic / curse damage, min–max
- ⌊ENE / 10⌋ → ⌊ENE / 5⌋
- Defense
- ⌊AGI / 20⌋
- PvE attack rate
- 5 × L + ⌊AGI × 3 / 2⌋ + ⌊STR / 4⌋
- PvE defense rate
- ⌊AGI / 3⌋
- PvP attack rate
- ⌊(max(0, AGI) + 32500) × 390 / 100⌋
- PvP defense rate
- ⌊(max(0, AGI) + 32500) × 330 / 100⌋
- Base speed
- Physical: ⌊AGI × 700 / 32500⌋ · Magic: ⌊AGI / 20⌋
- Skill damage multiplier
- (20000 + ⌊45000 × min(max(ENE, 0), 32500) / 32500⌋) / 100 %
The multiplier uses the indicated total stat clamped to the configured limit.
Skill damage multiplier
For eligible skills the server multiplies damage at this stage by Skill Damage: 100% = ×1, 200% = ×2. The multiplier grows with the shown total stat up to the limit.
Physical skills · ENE
| Stat | Multiplier | With 1,000 damage at this stage |
|---|---|---|
| 0 | 200% | 2000 |
| 16250 | 425% | 4250 |
| 32500 | 650% | 6500 |
This example only applies the multiplier; later skill, PvP, equipment and other effects change the final damage.
Basic attacks do not receive this multiplier. Plasma Storm and some other cases use separate calculations; individual skills may have their own multiplier.
A = attacker’s final PvP attack rate; D = defender’s final PvP defense rate.
Server PvP and Castle Siege
The general PvP multiplier is 20%. During an active Castle Siege, attacks between opposing sides also use 90%: 20% × 90% = 18% before class and other modifiers.
Same-side siege damage is configured at 0%; attacks on the crown user use 90%. Skills, equipment, buffs and other rules can change the final damage.
Percentages are the outgoing class-versus-class multipliers.
Event multipliers: Duel 100% · Gens 100% · Chaos Castle 70% · Illusion Temple 70%
Some skills have their own hit checks; PvP modifiers, equipment, Rage, buffs and event rules alter the result.
Oracle — a support class with healing, protective spells and buffs, including Might, Shield and Regeneration.
Combat formulas
Base values from the supplied server configuration; equipment, effects and skills modify the final values.
STR, AGI, VIT, ENE, CMD: total stats including bonuses. L = character level. ⌊x⌋ means round down at each division.
- Physical damage, min–max
- ⌊STR / 12⌋ → ⌊STR / 6⌋
- Magic / curse damage, min–max
- ⌊ENE / 10⌋ → ⌊ENE / 5⌋
- Defense
- ⌊AGI / 6⌋
- PvE attack rate
- 5 × L + ⌊AGI × 3 / 2⌋ + ⌊STR / 4⌋
- PvE defense rate
- ⌊AGI / 3⌋
- PvP attack rate
- ⌊(max(0, AGI) + 32500) × 360 / 100⌋
- PvP defense rate
- ⌊(max(0, AGI) + 32500) × 47 / 100⌋
- Base speed
- Physical: ⌊AGI × 1 / 20⌋ · Magic: ⌊AGI / 15⌋
- Skill damage multiplier
- (10000 + ⌊15000 × min(max(STR, 0), 32500) / 32500⌋) / 100 %
The multiplier uses the indicated total stat clamped to the configured limit.
Skill damage multiplier
For eligible skills the server multiplies damage at this stage by Skill Damage: 100% = ×1, 200% = ×2. The multiplier grows with the shown total stat up to the limit.
Magic skills · STR
| Stat | Multiplier | With 1,000 damage at this stage |
|---|---|---|
| 0 | 100% | 1000 |
| 16250 | 175% | 1750 |
| 32500 | 250% | 2500 |
This example only applies the multiplier; later skill, PvP, equipment and other effects change the final damage.
Basic attacks do not receive this multiplier. Plasma Storm and some other cases use separate calculations; individual skills may have their own multiplier.
A = attacker’s final PvP attack rate; D = defender’s final PvP defense rate.
Server PvP and Castle Siege
The general PvP multiplier is 20%. During an active Castle Siege, attacks between opposing sides also use 90%: 20% × 90% = 18% before class and other modifiers.
Same-side siege damage is configured at 0%; attacks on the crown user use 90%. Skills, equipment, buffs and other rules can change the final damage.
Percentages are the outgoing class-versus-class multipliers.
Event multipliers: Duel 100% · Gens 100% · Chaos Castle 70% · Illusion Temple 70%
Some skills have their own hit checks; PvP modifiers, equipment, Rage, buffs and event rules alter the result.
Behind the spectacle is work on combat itself: targeting, range, obstacles, hit timing, repeated attacks, AG, status effects and cooldowns. Temporary effects and cooldowns keep counting down while you are logged out. When you return, your character retains the time that remains.
Raids worth gathering a team for
Antharas. Valakas. Baium. Queen Ant. Orfen. Demon Frintessa. Anakim. Bloody Balrog. Titan Spider. Wounded Dragon. Sauron. Diablo.
We've designed twelve raid encounters with their own character. They are based on adapted models, combat animations, abilities, effects, sound and server logic.
Different encounters bring phase changes, dangerous zones, crowd control, boss buffs, reinforcements, healing and attacks worth preparing for. Each opponent has its own mechanics and rhythm.
A raid takes work from the first attack to the reward: how the boss pursues a target, where effects appear, when damage lands, how the fight changes and how victory is resolved. These details turn a hunt into an event for the whole team.
Study your opponent. Gather your team. Prepare your equipment. Fight for your victory.
Cursed power that makes you a target
Cursed Weapons turns a rare find into an event for the whole world. The confrontation centers on three cursed weapons: Demonic Sword Zariche, Demonic Bow and Demons Staff.
Each exists in a single active instance. Having received a weapon, the character becomes its owner, receives special abilities and develops strength through counted PvP victories.
Cursed power has a lifespan, its own limitations, and a risk of loss upon death. The weapon may end up on the ground again, and information about its condition and owner becomes part of the overall confrontation.
Now a rare find can change your role in the world: yesterday you were hunting for power, today they come to you for it.
Choose a side. Win for your allies
Light and Dark are the two sides of EvoMU’s own clan system. Affiliation is tied to guilds and alliances, with dedicated chat, symbols and rules. Clan buffs depend on the time of day: Light has the advantage by day, Dark by night.
For guilds, we developed Dungeon Siege - a fight for dungeon ownership. A massive battle determines two finalists from the best guilds. Then their representatives meet in a decisive duel, where personal skill determines the overall result.
The winning guild receives ownership of Dungeon and access for its members. The composition, preparation and result of each fighter become important for the entire team.
Lora Battle offers a different rhythm: limited area, personal score, leaderboard and fight for the result until the last second. Race Event takes the competition to the race track with qualifying heats, checkpoints, laps and the finals.
The classics Blood Castle, Devil Square, Chaos Castle, Illusion Temple and Castle Siege also received attention: schedules, transitions, interface, returning after a disconnection and interaction with new systems.
5,000 quests. Your path to the top
We have prepared a continuous chain of 5,000 quests that leads the character through hunting monsters, encountering bosses and participating in invasions.
As you progress, quests combine several objectives, while milestone stages lead to tougher opponents. Rewards include resources, currency, equipment and epic accessories suited to your character’s class.
Quest hints tell you where to find the monsters you need. Additional chains, including Zyro’s inventory expansion quests, connect your journey with useful new capabilities.
Your next login has a clear goal. Your long journey has milestones worth reaching.
A world that changes as you explore
We worked on how MU looks and sounds: the cycle of day and night, smooth transitions of lighting, weather, shadows, water, the atmosphere of locations and the music of battles.
For Ant Nest we separately adapted the space, passages, decorations, lighting, minimap and entrance to Queen Ant. Other areas of work included new maps, routes, clan access and hunting point locations.
For monsters, we reworked the movement, adapted the animations, effects and sounds of attacks. For wings, cloaks, mounts and weapons, the display, materials and character bindings have been improved.
A recognizable world is revealed through details: changing light, an approaching thunderstorm, the movement of a huge enemy and the music that accompanies the meeting with him.
An interface that brings the game together
We've re-assembled the visual presentation of the game, from the login screen to the windows you use every day. The expressive style of MU Legend is adapted to suit EvoMU, its systems and controls.
The character panel, inventory, skills, warehouse, Chaos Machine, trading, shops, party, rankings and system windows now share a consistent design. That includes work on scale, placement, tooltips, buttons, hotkeys and window behavior.
Adjust the interface size, move supported windows, use skill pages, enter stats quickly and distribute points automatically. Dedicated interface elements help you track buffs, cooldowns, party status and PK risks.
Chat supports Unicode and emoji, group, guild, alliance and clan channels. Searching for a group helps you assemble a suitable lineup, and a password allows you to control entry.
Infobase brings knowledge into the game: Russian and English articles explain systems, progression and boss encounters. The information you need is close at hand when it becomes useful.
An economy shaped by your decisions
We've improved the trading capabilities of EvoMU and reworked the saving of items, currencies, and transactions.
Marketplace lets you list items, find offers and choose what to buy. Listings remain available while the seller is offline, and proceeds can be collected separately. Prices can combine currencies and jewels.
Jewel Bank stores jewels at account level. Smith offers a class-based catalog, item previews and available option customization before purchase. Harmony, Socket, talismans and elemental pentagrams add more ways to work on your equipment.
Personal shops, item stacking, inventory and warehouse pages, quick banking actions and detailed tooltips help you manage what you have earned.
At the same time, we have reworked the handling of exchanges, purchases, banks and rewards: ownership verification, save confirmation and replay protection. A strong economy requires attention to both the player's experience and what happens to their items.
Prepare your character to play at your own pace
Well-planned farming starts with a route. For Helper, we reworked pathfinding, obstacle handling, item collection and returning to the hunt. Online and offline modes let you configure it for your pace within the project’s rules.
We've also made improvements to restoring game sessions, participating in supported events after reconnecting, summoning allies, and resurrecting characters. In a cooperative game, both a powerful attack and the ability to return to your group are important.
Choose your target, prepare your character, and customize your tools to suit the way you play.
Your character. Your look
Visual inventory allows you to customize your character's appearance separately from combat equipment. Compatible weapon, armor, and wing skins are saved with the character and displayed to other players.
Name styles, clan and guild insignia, talismans, pets and mounts complete the look. We worked to ensure that the models, effects and animations fit together correctly.
Build a hero who will be recognized before the first strike.
Serious work behind your progress
Account, client and game connection protection has become a separate area of development. We have integrated built-in anti-cheat, integrity checking, encryption of game traffic and the Account Security system.
The player can use PIN, a trusted computer and restrictions on sensitive actions: trading, working with inventory and storage, deleting a character and disconnecting a session.
We have developed our own way to build, package, sign and deliver updates. The client receives prepared versions through the update system, and the team has tools to maintain different game worlds.
Behind each new skill and event there is also less noticeable work: checking the preservation of progress, rewards, transitions between servers, reconnections and system interaction.
More possibilities need a stronger engine
A massive battle brings together everything on the screen at once: characters, weapons, wings, glow and dozens of attacks. In order for the client to cope with this load better, we have deeply redesigned the processing of models and animations, rendering of the world, objects and particles. We expanded the use of GPU and reduced repeated work with already prepared data.
New effects received their own development work: preparing resources before combat, managing memory use and sharing graphics buffers. Performance is checked in specific scenes, including a large battle with 105 visible characters.
Our goal is to let you see the full intensity of combat while making the client faster. Each optimization therefore comes with checks of models, effects and animations. Visual spectacle and performance are part of the same development effort.
EvoMU is built in the details
A new event needs rules, an interface and rewards. A new skill needs animation, effects, hit handling and conditions of use. A new item needs visuals, stats and a reliable save path. Each of these connections takes its own work.
We return to systems after gameplay checks, review feedback and improve what gets in the way. The project gains depth through steady changes that come together as a complete game.
EvoMU combines character development, hunting epic opponents, trading, clan rivalries and guild victories in one world.
Choose a class. Gather your allies. Leave your name in EvoMU’s history.
The knowledge base is available directly in the game.
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