Article

Item options

Guide

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 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

Pet At 0 durability Repair
Dark Horse Stays; loses 10 percent experience Recover at the Pet Trainer
Dark Raven Stays; loses 10 percent experience Recover at the Pet Trainer
Guardian Angel Destroyed Not repairable
Imp Destroyed Not repairable
Horn of Uniria Destroyed Not repairable
Horn of Dinorant Destroyed Not repairable

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, orbs and jewels

  • 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

Item Damage Speed Drop level Used by
Short Bow 3-5 30 2 Elf
Crossbow 5-8 40 4 Elf
Bow 9-13 30 8 Elf
Golden Crossbow 13-19 40 12 Elf
Elven Bow 17-24 30 16 Elf
Arquebus 22-30 40 20 Elf
Battle Bow 28-37 30 26 Elf
Light Crossbow 35-44 40 32 Elf
Tiger Bow 42-52 30 40 Elf
Serpent Crossbow 50-61 40 48 Elf
Silver Bow 59-71 40 56 Elf
Bluewing Crossbow 68-82 40 68 Elf
Aquagold Crossbow 78-92 30 72 Elf
Saint Crossbow 102-127 35 84 Elf
Celestial Bow 127-155 35 92 Elf
Great Reign Crossbow 150-172 40 100 Elf
Albatross Bow 155-177 45 110 Elf
Arrow Viper Bow 166-190 45 135 Elf
Sylph Wind Bow 177-200 45 147 Elf

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

Item Damage Speed Wizardry rise Drop level Used by
Battle Scepter 41-52 45 1.5% 54 DL
Master Scepter 57-68 45 10% 72 DL
Great Scepter 74-85 45 17.5% 82 DL
Lord Scepter 91-102 40 26% 98 DL
Shining Scepter 99-111 40 30% 110 DL
Great Lord Scepter 108-120 40 33.5% 140 DL
Soleil Scepter 130-153 40 42% 146 DL

Staffs

Item Damage Speed Wizardry rise Drop level Used by
Skull Staff 3-4 20 3% 6 DW, MG
Angelic Staff 10-12 25 10% 18 DW, MG
Serpent Staff 17-18 25 17% 30 DW, MG
Thunder Staff 23-25 25 23% 42 DW, MG
Gorgon Staff 29-32 25 29% 52 DW, MG
Legendary Staff 29-31 25 29.5% 59 DW, MG
Staff of Resurrection 35-39 25 35% 70 DW, MG
Staff of Destruction 50-54 30 50.5% 90 DW, MG
Dragon Soul Staff 46-48 30 46% 100 DW
Platina Staff 51-53 30 60% 110 DW
Staff of Kundun 55-61 30 55% 140 DW, MG
Grand Viper Staff 66-74 30 65% 147 DW

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.