Every item in Moo Classic has a level from +0 to +13 and can carry extra options: Luck, Skill, an additional option, excellent options, or an ancient set bonus. This page explains each of them, how an item gets them, what they are worth, how durability works, how each kind of item drops, and which weapons and armour each class uses. Where Moo Classic differs from the original game, the page says what changed and why.
Upgrading itself (jewels, chances, costs) is on Jewels and upgrades. Mixes that make new items are on Chaos Machine. Skills are on Skills.
Quick facts
| Topic |
Rule |
| Item level |
+0 to +13. Players cannot go higher. |
| Luck |
One level only. Cannot be added or raised later. |
| Skill |
The weapon's own skill is usable. Found at drop time. |
| Additional option |
+4, +8, +12 or +16 (shields: defense rate +5 to +20). Raised with a Jewel of Life. |
| Excellent options |
Up to 2 per item, from a list of 6 for weapons and 6 for armour. |
| Ancient sets |
16 sets. A bonus starts when 2 pieces of one set are worn. |
| Source of ancient items |
The winner of a Chaos Castle (Season 2). |
| Durability |
Armour wears when you are hit, weapons when you hit. Worn wings do not wear. |
| Repair |
Eo the Craftsman, Zienna The Weapons Merchant, Hanzo the Blacksmith. |
Item level
The level shows as +N after the item's name. Higher levels give more damage or defense and need more Strength and Agility to wear.
| Level step |
How |
Chance |
| +0 to +6 |
Jewel of Bless, one per step |
100% |
| +6 to +9 (Soul works from +0 too) |
Jewel of Soul, one per try |
50% base, 75% with Luck |
| +9 to +10 |
Chaos Goblin mix: 1 Chaos, 1 Bless, 1 Soul, 2,000,000 Zen |
60% base |
| +10 to +11 |
Chaos Goblin mix: 1 Chaos, 2 Bless, 2 Soul, 4,000,000 Zen |
60% base |
| +11 to +12 |
Chaos Goblin mix: 1 Chaos, 3 Bless, 3 Soul, 6,000,000 Zen |
55% base |
| +12 to +13 |
Chaos Goblin mix: 1 Chaos, 4 Bless, 4 Soul, 8,000,000 Zen |
55% base |
- A failed Soul try at +7 or +8 drops the item to +0. A failed +10 to +13 mix destroys the item and the jewels.
- Luck on the item adds 25 points to a Soul try and to each +10 to +13 mix. A Charm of Luck adds 10 more. The full table is on Jewels and upgrades.
- Excellent, ancient and 380 items lose 10 points on the +10 to +13 mixes.
- An item's Strength and Agility needs grow with its level. Excellent and ancient items need more than a plain item of the same kind. The tooltip shows the numbers.
- Items found as drops arrive at +0 to +6. See How items drop below.
Why +13 is the top
Vanilla allowed +14 and +15. Moo Classic stops at +13. The reason: Andri wants +13 to be the player maximum, so the upgrade race has a clear end. Game masters can still wear +14 and +15 items.
Luck
An item with Luck shows "+Luck" in its name.
- Luck adds 5 percent critical damage chance.
- Luck adds 25 points to each Soul try and to the +10 to +13 mixes.
- It does not change Bless, which already works every time.
- Luck has no levels. A Jewel of Life does not touch it, and nothing adds it later.
- About 4 in 100 dropped items carry Luck.
Skill
A weapon with the Skill option can cast the skill that comes with it. A bow can use Triple Shot, and a spear stabs with Lunge or swings Cyclone.
- About 6 in 100 dropped weapons carry Skill.
- The Horn of Dinorant always has its skill.
- Skills that a scroll or orb teaches are not an item option. See Skills.
Additional option
The additional option is the +4, +8, +12 or +16 line on an item. What it gives depends on the item.
| Item |
Level 1 |
Level 2 |
Level 3 |
Level 4 |
| Weapons (extra damage) |
+4 |
+8 |
+12 |
+16 |
| Staffs (extra wizardry) |
+4 |
+8 |
+12 |
+16 |
| Armour (extra defense) |
+4 |
+8 |
+12 |
+16 |
| Shields (extra defense rate) |
+5 |
+10 |
+15 |
+20 |
- About 8 in 100 dropped items carry an additional option. The +4 is the most common and the +12 the rarest.
- A Jewel of Life adds the option to an item that has none, or raises it. The base chance is 50 percent, and a Charm of Luck adds 10 points.
- There is no HP regeneration option on gear in Moo Classic.
Excellent items
An excellent item carries up to 2 options from the list for its kind. It is rare and it is worth more than a plain item of any level.
Armour and shields
| Option |
Effect |
| Zen |
+40% zen from kills |
| Defense success rate |
+10% |
| Damage reflection |
5% of damage taken is sent back |
| Damage decrease |
4% less damage taken |
| Maximum mana |
+4% |
| Maximum life |
+4% |
Weapons and staffs
| Option |
Effect |
| Mana after kill |
Mana back on each kill, 1/8 of maximum |
| Life after kill |
Life back on each kill, 1/8 of maximum |
| Attack speed |
+7 |
| Damage |
+2% |
| Damage by level |
+ level/20 |
| Excellent damage chance |
+10% |
How excellent items drop
- Monsters drop them very rarely. Each monster has its own tiny chance, about 0.0025 to 0.0042 percent per kill.
- The Box of Kundun +1 to Box of Kundun +5 give an excellent item 50, 36, 24, 14 or 6 percent of the time. See Invasions.
- Excellent rings and pendants come only from the top tiers, as 10 percent of a box's excellent items.
- A box's excellent item can have Luck (4 percent), but never an additional option.
- The Archangel weapons are not in any box.
Why the box odds are low: the first version gave Skill and Luck 50 percent of the time, far above what monsters drop. Boxes now match monster drops, so a box item is no better than a kill drop of the same kind.
Ancient sets
An ancient item is a piece of a set. Wearing 2 or more pieces of the same set turns on bonuses. Each extra piece turns on the next line, and the full set adds a last group.
- The 16 original sets exist: Warrior, Hyperion, Eplete, Garuda, Kantata, Hyon, Apollo, Evis, Heras, Anubis, Ceto, Gaia, Odin, Argo, Gywen and Gaion.
- A set needs at least 2 worn pieces. One piece alone does nothing.
- The winner of a Chaos Castle gets an ancient item. The chance is 20 percent in Chaos Castle 2 and rises by 10 points each castle to 70 percent in Chaos Castle 7. Chaos Castle is Season 2.
- Ancient items lose 10 points on the +10 to +13 mixes.
- Sets from later seasons exist in the data and stay off while Moo Classic runs Seasons 0 to 2.
- A set that lists a ring or pendant counts it as a piece. Some sets have no helm or gloves, so check the piece list.
Set pieces
| Set |
Pieces |
Worn by |
| Warrior |
Morning Star, Leather Helm, Leather Armor, Leather Pants, Leather Gloves, Leather Boots, Ring of Ice |
DK, MG, DL |
| Hyperion |
Bronze Armor, Bronze Pants, Bronze Boots |
DK, MG, DL |
| Eplete |
Plate Shield, Scale Helm, Scale Armor, Scale Pants, Pendant of Lighting |
DK, MG, DL |
| Garuda |
Brass Armor, Brass Pants, Brass Gloves, Brass Boots, Pendant of Fire |
DK, MG |
| Kantata |
Plate Armor, Plate Gloves, Plate Boots, Ring of Poison, Ring of Wind |
DK, MG |
| Hyon |
Lighting Sword, Dragon Helm, Dragon Gloves, Dragon Boots |
DK, MG |
| Apollo |
Skull Staff, Pad Helm, Pad Armor, Pad Pants, Pad Gloves, Ring of Magic, Pendant of Ice |
DW, MG |
| Evis |
Bone Armor, Bone Pants, Bone Boots, Pendant of Wind |
DW, MG |
| Heras |
Skull Shield, Sphinx Mask, Sphinx Armor, Sphinx Pants, Sphinx Gloves, Sphinx Boots |
DW, MG |
| Anubis |
Legendary Helm, Legendary Armor, Legendary Gloves, Ring of Fire |
DW, MG |
| Ceto |
Rapier, Vine Helm, Vine Pants, Vine Gloves, Vine Boots, Ring of Earth |
Elf |
| Gaia |
Golden Crossbow, Silk Helm, Silk Armor, Silk Pants, Silk Gloves |
Elf |
| Odin |
Wind Helm, Wind Armor, Wind Pants, Wind Gloves, Wind Boots |
Elf |
| Argo |
Spirit Armor, Spirit Pants, Spirit Gloves |
Elf |
| Gywen |
Silver Bow, Guardian Armor, Guardian Gloves, Guardian Boots, Pendant of Ability |
Elf |
| Gaion |
Storm Crow Armor, Storm Crow Pants, Storm Crow Boots, Pendant of Water |
MG |
Set bonuses
"Full set (N) adds" lines are in addition to the bonus for wearing all N pieces.
Warrior
| Pieces worn |
Bonus |
| 2 |
Strength +10 |
| 3 |
Skill damage +10 |
| 4 |
Maximum AG +20 |
| 5 |
AG recovery +5 |
| 6 |
Defense +20 |
| 7 |
Agility +10 |
| Full set (7) adds |
Critical damage chance 5%; Excellent damage chance 5%; Strength +25 |
Hyperion
| Pieces worn |
Bonus |
| 2 |
Energy +15 |
| 3 |
Agility +15 |
| Full set (3) adds |
Skill damage +20; Maximum mana +30 |
Eplete
| Pieces worn |
Bonus |
| 2 |
Skill damage +15 |
| 3 |
Attack success rate +50 |
| 4 |
Wizardry damage +5% |
| 5 |
Maximum life +50 |
| Full set (5) adds |
Maximum AG +30; Critical damage chance 10%; Excellent damage chance 10% |
Garuda
| Pieces worn |
Bonus |
| 2 |
Maximum AG +30 |
| 3 |
Double damage chance 5% |
| 4 |
Energy +15 |
| 5 |
Maximum life +50 |
| Full set (5) adds |
Skill damage +25; Wizardry damage +15% |
Kantata
| Pieces worn |
Bonus |
| 2 |
Energy +15 |
| 3 |
Vitality +30 |
| 4 |
Wizardry damage +10% |
| 5 |
Strength +15 |
| Full set (5) adds |
Skill damage +25; Excellent damage chance 10%; Excellent damage +20 |
Hyon
| Pieces worn |
Bonus |
| 2 |
Defense +25 |
| 3 |
Double damage chance 10% |
| 4 |
Skill damage +20 |
| Full set (4) adds |
Critical damage chance 15%; Excellent damage chance 15%; Critical damage +20; Excellent damage +20 |
Apollo
| Pieces worn |
Bonus |
| 2 |
Energy +10 |
| 3 |
Wizardry damage +5% |
| 4 |
Skill damage +10 |
| 5 |
Maximum mana +30 |
| 6 |
Maximum life +30 |
| 7 |
Maximum AG +20 |
| Full set (7) adds |
Critical damage chance 10%; Excellent damage chance 10%; Energy +30 |
Evis
| Pieces worn |
Bonus |
| 2 |
Skill damage +15 |
| 3 |
Vitality +20 |
| 4 |
Wizardry damage +10% |
| Full set (4) adds |
Double damage chance 5%; Attack success rate +50; AG recovery +5 |
Heras
| Pieces worn |
Bonus |
| 2 |
Strength +15 |
| 3 |
Wizardry damage +10% |
| 4 |
Defense +5% with a shield |
| 5 |
Energy +15 |
| 6 |
Attack success rate +50 |
| Full set (6) adds |
Critical damage chance 10%; Excellent damage chance 10%; Maximum life +50; Maximum mana +50 |
Anubis
| Pieces worn |
Bonus |
| 2 |
Double damage chance 10% |
| 3 |
Maximum mana +50 |
| 4 |
Wizardry damage +10% |
| Full set (4) adds |
Critical damage chance 15%; Excellent damage chance 15%; Critical damage +20; Excellent damage +20 |
Ceto
| Pieces worn |
Bonus |
| 2 |
Agility +10 |
| 3 |
Maximum life +50 |
| 4 |
Defense +20 |
| 5 |
Defense +5% with a shield |
| 6 |
Energy +10 |
| Full set (6) adds |
Maximum life +50; Strength +20 |
Gaia
| Pieces worn |
Bonus |
| 2 |
Skill damage +10 |
| 3 |
Maximum mana +25 |
| 4 |
Strength +10 |
| 5 |
Double damage chance 5% |
| Full set (5) adds |
Agility +30; Excellent damage chance 10%; Excellent damage +10 |
Odin
| Pieces worn |
Bonus |
| 2 |
Energy +15 |
| 3 |
Maximum life +50 |
| 4 |
Attack success rate +50 |
| 5 |
Agility +30 |
| Full set (5) adds |
Maximum mana +50; Chance to ignore enemy defense 5%; Maximum AG +50 |
Argo
| Pieces worn |
Bonus |
| 2 |
Maximum attack +20 |
| 3 |
Skill damage +25 |
| Full set (3) adds |
Maximum AG +50; Double damage chance 5% |
Gywen
| Pieces worn |
Bonus |
| 2 |
Agility +30 |
| 3 |
Minimum attack +20 |
| 4 |
Defense +20 |
| 5 |
Maximum attack +20 |
| Full set (5) adds |
Critical damage chance 15%; Excellent damage chance 15%; Critical damage +20; Excellent damage +20 |
Gaion
| Pieces worn |
Bonus |
| 2 |
Chance to ignore enemy defense 5% |
| 3 |
Double damage chance 15% |
| 4 |
Skill damage +15 |
| Full set (4) adds |
Excellent damage chance 15%; Excellent damage +30; Wizardry damage +10%; Strength +30 |
Durability
Every item has durability. At 0 it stops working properly.
- Armour loses durability when you take hits. Weapons lose durability when you hit.
- A worn item at half durability or less shows a yellow, orange or red icon.
- Wings at 0 durability do not fly.
- Worn wings do not lose durability over time. Rings and pendants still lose durability over time outside town.
- Repair at Eo the Craftsman in Noria, Zienna The Weapons Merchant in Devias or Hanzo the Blacksmith in Lorencia. The price depends on the item's value and how worn it is.
Pets
The Pet Trainer stands in Lorencia and in Crywolf Fortress.
How items drop
Ordinary gear
- A monster drops gear of about its own level, down to 18 levels below it.
- The +level of a drop is the monster's level minus the item's level, divided by 3. A high-level monster can drop a +6.
- Gear first rolls its +level: +6 2%, +5 5%, +4 8%, +3 12%, +2 18%, +1 25%, otherwise +0. Then an item at that level is picked.
- The drop then rolls Skill 6%, Luck 4% and an additional option 8%.
- A kill drops an item about 5 to 8 percent of the time, depending on the monster.
Why: Andri disliked the old fixed +3 ceiling and the 50 percent Skill and Luck rolls. The drop table now follows the original's rolls, so a good kill can pay off with a good item.
- Scrolls and orbs drop from monsters at their own rate. A scroll such as Evil Spirit from a Death Knight drops about 1 in 2,300 kills.
- Most jewels come from events and bosses. See Jewels and upgrades.
- Quest items drop 2 percent of the time, only for the player whose quest needs them.
- Event items from monsters are rare: the Scroll of Archangel about 0.075 percent a kill, the Star of Sacred Birth and the medals 0.025 percent.
Why: scrolls have to drop so players can learn skills, but not so often that they flood the market. Event items were far too common in testing.
Boxes and bosses
- Event boxes open as Rare, Common and Floor tiers and are never empty. The Floor tier pays 10,000 to 100,000 Zen.
- A box first picks a class, then an item, so every class has an equal chance. Nothing opens above +8.
- A box item rolls Skill 6%, Luck 4% and an option 8% like a monster drop. The common items in a Box of Kundun +1 to Box of Kundun +5 always carry an extra option.
- A Rare tier arrives within 25 boxes at most, so a long dry streak ends.
- The Devias Wasteland bosses drop gear and excellent items evenly by class. See New maps.
- White Wizard invasion ogres drop the Ring of Warrior about 30 percent of kills. It always gives an item at +7 (65 percent) or +8 (35 percent), with Luck 20 percent and an option about 25 percent. The Wizard's Ring bonus works at +0 only. The Golden Invasions are Season 0 events, see Invasions.
Why: Andri wants active play to pay. In the original, the boxes gave knights 30 to 52 percent of the items, and box items were far better than monster drops.
Chaos Castle and Kalima
- The winner of a Chaos Castle gets an ancient item (see Ancient sets).
- The Kalima 7 monsters (Death Centurion 7 and Schriker 7) can drop the level 380 armours: Venom Mist, Sylphid Ray, Volcano and Sunlight. Symbols of Kundun drop again so Kalima can be reached. See Kalima.
Why: the top Season 0 to 2 monster was too low a level to drop the 380 armours, so Kalima 7 was raised as a stopgap.
Shops
Merchants sell plain items. Each class's first armour set is sold at +1 with a +4 option, and the second set at +1 with Luck. No shop sells an option above +4, no event pieces and no excellent items. The Ruin Smith, hidden in Devias Wasteland, sells Legendary, Dragon, Guardian and Adamantine gloves and boots and Luck weapons, and Thompson the Merchant sells +3 arrows and bolts.
Why: shops give a start. The better gear is meant to come from play, and the Ruin Smith pays for the walk.
Weapons by class
| Class |
Main weapons |
| Dark Wizard |
Staffs, plus a few swords, axes and maces |
| Dark Knight |
Swords, axes, maces, spears |
| Fairy Elf |
Bows and crossbows, plus some swords, axes, maces and spears |
| Magic Gladiator |
Swords, axes, maces, spears, staffs |
| Dark Lord |
Scepters, plus some swords, axes and maces |
"Speed" is the weapon's attack speed, and "Wizardry rise" is the bonus a staff or scepter gives to spells. "Drop level" is the item's tier. Only items that drop are listed. The Archangel weapons and the Chaos weapons do not drop. They come from mixes or events. Items at drop level 100 and above are late-game weapons, among them the Crywolf-era ones (Daybreak, Sword Dancer, Shining Scepter, Albatross Bow, Platina Staff).
Swords
| Item |
Damage |
Speed |
Drop level |
Used by |
| Short Sword |
3-7 |
20 |
3 |
All |
| Kris |
6-11 |
50 |
6 |
All |
| Rapier |
9-15 |
40 |
9 |
DK, Elf, MG, DL |
| Sword of Assassin |
12-18 |
30 |
12 |
DK, MG, DL |
| Katana |
16-26 |
35 |
16 |
DK, MG, DL |
| Gladius |
20-30 |
20 |
20 |
DK, Elf, MG, DL |
| Falchion |
24-34 |
25 |
24 |
DK, MG, DL |
| Serpent Sword |
30-40 |
20 |
30 |
DK, MG, DL |
| Sword of Salamander |
32-46 |
30 |
32 |
DK, MG |
| Blade |
36-47 |
30 |
36 |
All |
| Light Saber |
47-61 |
25 |
40 |
DK, Elf, MG |
| Legendary Sword |
56-72 |
20 |
44 |
DK, MG |
| Double Blade |
48-56 |
30 |
48 |
DK, Elf, MG |
| Giant Sword |
60-85 |
20 |
52 |
DK, MG |
| Heliacal Sword |
73-98 |
25 |
56 |
DK, MG |
| Lighting Sword |
59-67 |
30 |
59 |
DK, Elf, MG |
| Sword of Destruction |
82-90 |
35 |
82 |
DK, MG |
| Dark Breaker |
128-153 |
40 |
104 |
DK |
| Thunder Blade |
140-168 |
40 |
105 |
MG |
| Daybreak |
182-218 |
40 |
115 |
DK |
| Sword Dancer |
109-136 |
40 |
115 |
MG |
| Knight Blade |
107-115 |
35 |
140 |
DK |
| Dark Reign Blade |
115-142 |
40 |
140 |
MG |
| Bone Blade |
122-135 |
40 |
147 |
DK |
| Explosion Blade |
127-155 |
45 |
147 |
MG |
Axes
| Item |
Damage |
Speed |
Drop level |
Used by |
| Small Axe |
1-6 |
20 |
1 |
All |
| Hand Axe |
4-9 |
30 |
4 |
All |
| Double Axe |
14-24 |
20 |
14 |
DK, MG, DL |
| Tomahawk |
18-28 |
30 |
18 |
DK, MG, DL |
| Elven Axe |
26-38 |
40 |
26 |
DW, Elf, MG |
| Battle Axe |
36-44 |
20 |
30 |
DK, Elf, MG |
| Nikea Axe |
38-50 |
30 |
34 |
DK, Elf, MG |
| Larkan Axe |
54-67 |
25 |
46 |
DK, MG |
| Crescent Axe |
69-89 |
30 |
54 |
DW, DK, MG |
Spears
| Item |
Damage |
Speed |
Drop level |
Used by |
| Double Poleaxe |
19-31 |
30 |
13 |
DK, Elf, MG |
| Dragon Lance |
21-33 |
30 |
15 |
DK, Elf, MG |
| Halberd |
25-35 |
30 |
19 |
DK, Elf, MG |
| Spear |
30-41 |
30 |
23 |
DK, Elf, MG |
| Giant Trident |
35-43 |
25 |
29 |
DK, Elf, MG |
| Berdysh |
42-54 |
30 |
37 |
DK, Elf, MG |
| Light Spear |
50-63 |
25 |
42 |
DK, Elf, MG |
| Serpent Spear |
58-80 |
20 |
46 |
DK, Elf, MG |
| Great Scythe |
71-92 |
25 |
54 |
DK, Elf, MG |
| Bill of Balrog |
76-102 |
25 |
63 |
DK, Elf, MG |
| Dragon Spear |
112-140 |
35 |
92 |
DK |
Bows and crossbows
Maces
| Item |
Damage |
Speed |
Drop level |
Used by |
| Mace |
7-13 |
15 |
7 |
DK, MG, DL |
| Morning Star |
13-22 |
15 |
13 |
DK, MG, DL |
| Flail |
22-32 |
15 |
22 |
DK, MG, DL |
| Great Hammer |
45-56 |
15 |
38 |
DK, MG |
| Crystal Morning Star |
78-107 |
30 |
66 |
DW, DK, Elf, MG |
| Crystal Sword |
89-120 |
40 |
72 |
DW, DK, Elf, MG |
| Elemental Mace |
62-80 |
50 |
90 |
Elf |
Scepters
Staffs
Shields
| Item |
Defense |
Defense rate |
Drop level |
Used by |
| Small Shield |
1 |
3 |
3 |
All |
| Buckler |
2 |
6 |
6 |
All |
| Horn Shield |
3 |
9 |
9 |
DK, MG, DL |
| Kite Shield |
4 |
12 |
12 |
DK, MG, DL |
| Skull Shield |
5 |
15 |
15 |
All |
| Large Round Shield |
6 |
18 |
18 |
DK, MG, DL |
| Elven Shield |
8 |
21 |
21 |
Elf |
| Plate Shield |
8 |
25 |
25 |
DK, MG, DL |
| Spiked Shield |
9 |
30 |
30 |
DK, MG, DL |
| Dragon Slayer Shield |
10 |
36 |
35 |
DK, MG, DL |
| Tower Shield |
11 |
40 |
40 |
DK, Elf, MG, DL |
| Serpent Shield |
12 |
45 |
45 |
DK, Elf, MG, DL |
| Legendary Shield |
7 |
48 |
48 |
DW, Elf, MG |
| Bronze Shield |
13 |
54 |
54 |
DK, MG |
| Dragon Shield |
14 |
60 |
60 |
DK, MG |
| Elemental Shield |
11 |
28 |
66 |
Elf |
| Grand Soul Shield |
12 |
55 |
74 |
DW |
Armour by class
Each set has a helm, armour, pants, gloves and boots. Magic Gladiator's own sets (Storm Crow, Thunder Hawk, Hurricane, Volcano) have no helm. Defense below is for the armour piece. A set's drop level is its tier. The level 380 sets (Dragon Knight, Venom Mist, Sylphid Ray, Volcano, Sunlight) need character level 380.
| Set |
Used by |
Armor defense |
Drop level |
Level needed |
| Black Dragon |
DK |
48 |
90 |
- |
| Dark Phoenix |
DK |
63 |
100 |
- |
| Great Dragon |
DK |
75 |
126 |
- |
| Dragon Knight |
DK |
88 |
140 |
380 |
| Brass |
DK, MG |
22 |
38 |
- |
| Plate |
DK, MG |
30 |
48 |
- |
| Dragon |
DK, MG |
37 |
59 |
- |
| Leather |
DK, MG, DL |
10 |
10 |
- |
| Bronze |
DK, MG, DL |
14 |
18 |
- |
| Scale |
DK, MG, DL |
18 |
28 |
- |
| Light Plate |
DL |
25 |
62 |
- |
| Adamantine |
DL |
36 |
78 |
- |
| Dark Steel |
DL |
43 |
96 |
- |
| Dark Master |
DL |
51 |
117 |
- |
| Sunlight |
DL |
64 |
147 |
380 |
| Grand Soul |
DW |
33 |
91 |
- |
| Dark Soul |
DW |
43 |
122 |
- |
| Venom Mist |
DW |
57 |
146 |
380 |
| Pad |
DW, MG |
7 |
10 |
- |
| Bone |
DW, MG |
13 |
22 |
- |
| Sphinx |
DW, MG |
17 |
38 |
- |
| Legendary |
DW, MG |
22 |
56 |
- |
| Vine |
Elf |
8 |
10 |
- |
| Silk |
Elf |
12 |
20 |
- |
| Wind |
Elf |
16 |
32 |
- |
| Spirit |
Elf |
21 |
44 |
- |
| Guardian |
Elf |
29 |
57 |
- |
| Divine |
Elf |
44 |
92 |
- |
| Red Spirit |
Elf |
55 |
109 |
- |
| Sylphid Ray |
Elf |
68 |
146 |
380 |
| Storm Crow |
MG |
44 |
80 |
- |
| Thunder Hawk |
MG |
60 |
107 |
- |
| Hurricane |
MG |
73 |
128 |
- |
| Volcano |
MG |
86 |
147 |
380 |
Defense also rises with item level and the additional option.
Moo Classic changes
| Change |
What changed |
Why |
| +13 cap |
The +14 and +15 mixes are off. |
Andri set +13 as the player top. Vanilla went to +15. |
| Charm of Luck |
Sold in the Moo Gold shop. Adds 10 points to Soul from +6, to Life and to the Chaos Goblin mixes. |
Failed +7 to +13 upgrades are the biggest player complaint. The charm helps without adding items. Vanilla's Talisman of Luck only helped chaos mixes and was not for sale. |
| Drop rolls |
Monsters drop gear 18 levels below them, with a +level from the level gap. Skill 6%, Luck 4%, option 8%. |
The old +3 ceiling and 50 percent Skill and Luck made drops repetitive. |
| Scrolls |
Scroll drops are far commoner than the original server's roll. |
Players need scrolls to learn skills, without flooding the market. |
| Event item rates |
Event items from monsters are rarer than vanilla. |
Too many event items dropped in testing. |
| Boxes |
Rare, Common and Floor tiers, a class chosen first, items rolled like monster drops, a Rare within 25 boxes. |
Knight items were far ahead, and box items were far better than monster drops. |
| Box of Kundun |
Excellent chance 50% down to 6%. Archangel weapons are not in the boxes. |
A golden kill should be rewarded, and excellent rings and pendants should stay rare. |
| Class-even boss drops |
The Devias Wasteland bosses drop gear evenly by class. |
Dark Knight and Dark Wizard items were over-represented. |
| Ring of Warrior |
Always gives an item at +7 or +8. The level 40 ring no longer gives zen. |
A level 40 ring dropped an item that was too good. |
| Kalima 7 |
Its monsters are high enough level to drop the 380 armours. |
The 380 armours had no source in Seasons 0 to 2. |
| Wings never wear out |
Worn wings do not lose durability over time. |
Players repaired a pair and saw the cost jump back. Vanilla wore wings by 1 point every 10 ticks in every zone. |
| Second-wing defense |
Second wings and the Cape of Lord gain 2 defense a level, more from +10. |
Matches the original wing values. |
| Guardian Angel wear |
It loses durability at half the old speed, about 85 hits for 255 durability instead of 42. |
Monsters hit hard here, and the angel died too fast. |
| Spears, axes and maces |
Spear and Dragon Lance use Lunge. Giant Trident, Double Poleaxe and Halberd use Cyclone. Axes and maces need no more Strength than a sword of their level. |
Those weapons were rarely used. Damage is unchanged, so no item got weaker. |
| Twisting Slash |
The orb needs level 80 and no shop sells it. |
A level 15 character had learned it. |
| Shop stock |
Merchants sell tiered plain items, and the Moo Gold shop sells no event boxes, pets or mounts. |
Boxes and pets are tradable, and selling them would undercut what players earn. |
| Later seasons |
Summoner, Rage Fighter, socket and Season 3 items do not drop, are not sold and are not in boxes. |
Moo Classic runs Seasons 0 to 2 first. The Crywolf weapons stay on. |
Strategy
- Use Bless first. It never fails, so +0 to +6 carries no risk.
- Put Luck items through Soul and the +10 to +13 mixes if you can. Luck adds 25 points.
- Buy a Charm of Luck before a Soul try at +6 or a +10 mix.
- Do not put excellent, ancient or 380 items through the +10 to +13 mixes unless you accept 10 points less.
- Collect all pieces of one ancient set. One piece does nothing, and the full set adds a last bonus group.
- Hunt monsters well above the item's drop level for a higher +level.
- Join the Golden Invasions and events for jewels and boxes. See Invasions, Blood Castle (Season 1), Devil Square (Season 1) and Chaos Castle (Season 2).
Tips
- Luck and Skill are rolled once, at drop time. A jewel cannot add them later.
- Check the item level in the window before a mix. A failed mix loses the item.
- The Chaos Weapon and first-wing mixes need an item at +4 or higher with an option. Keep one for them. See Chaos Machine.
- Repair before a big fight, not after.
See also Jewels and upgrades, Classes and stats, Skills, Moo Gold shop.