Article Progressive classic MU

New in Moo Classic: maps and experiences

Guide

The original never had Devias Wasteland, Promiseland or a full map you can ping on. Moo Classic has them. This guide walks through each one: why it is there, what is in it, who lives in it and how to get there.

The lore below is ours. It is made up to give the places a reason to exist, and it is not a rule of the game. The facts under each lore section are the rules.

Devias Wasteland

The lore is ours, made up for the game. The ice north of Devias was once a frontier. When the dark forces broke the northern wall, the soldiers of the Kingdom held a line out in the snow, and the cold took the battlefield after them. The banners are still standing there, frozen upright, and so are the dead who never went home. Some say the Archangel lit a lantern at the edge of the field so that anyone who fell out there would wake at its stones and not in the town. The merchants followed the lantern, and so did the adventurers. The Ice Queen has never forgiven the lantern for it.

The outpost of Devias Wasteland: a cobbled plaza, a stone waystone with an arch of horns, torches, and an ice tower at the edge
The outpost, the safe plaza where you arrive. The waystone stands in the middle, and the torches light the cobbles.

Getting there

There are three ways in:

  1. The walk-in gate from Devias. Go to the east end of the cobbled path in Devias, at (244, 10) to (245, 11), by the fence. You need level 30 to walk through. You arrive at the outpost, at (200 to 202, 99 to 101).
  2. The Move list. Open the Move list and pick DeviasW, below Devias 4. It costs 4,000 zen and needs level 40. It takes you to the same outpost.
  3. Back to Devias. Walk into the big ice gate at (211 to 214, 98 to 101) on the Wasteland side. It takes you to Devias at (242, 10). This way needs no level.
The big ice gate of Devias Wasteland with a glowing light in its opening and torches on the cobbles
The big ice gate on the Wasteland side, where the walk back to Devias begins.

The outpost

The outpost is a safe zone of its own. It is not part of Devias. When your character dies in the Wasteland, it wakes at the outpost, and not in Devias.

Two of the town's people stand here:

Who Where What they do
Potion Girl Amy (206, 95) Sells potions, Antidote, Apple, Arrow and Bolt
Baz The Vault Keeper (208, 96) Your vault

The frozen camp: Thompson

Thompson the Merchant has a camp in the south of the Wasteland, at (120, 237). He sells potions, Antidote and Town Portal Scroll. He also has Arrow and Bolt at +3. Stock up here before a long walk into the Wasteland.

The ruins: Ruin Smith

The Ruin Smith is hidden behind the tundra ruin in the north-west, at (19, 57). Few people find him. He sells things that the towns do not:

Areas

The old battlefield: fallen armour, broken shields, swords and dead guards lying in the snow
The battlefield, where a clearing of Yetis stands among the dead. Fallen shields and swords lie as they fell.
  • The battlefield, around (186 to 193, 26 to 33). Armour, shields, swords and dead guards lie in the snow. A clearing of Yeti stands here.
  • The frozen lake, in the middle of the Wasteland. A small island of ice crystals sits in the water.
  • The tundra ruin in the north-west, where the Ruin Smith is hidden.
  • The frozen camp in the south, where Thompson the Merchant has his stall.
  • The highlands in the east, where Hommerd stands in its clearing at (224, 166).
  • The grotto in the south-east, where Assassin stands at (226, 228).
  • The far south-west, at (40 to 43, 185 to 188), where the Ice Queen waits alone.
A small island of blue ice crystals in the frozen lake, ringed by dark stone pillars
The island in the frozen lake. Its crystals and pillars can be seen from across the ice.
A campfire in a clearing of snowy pines, with bones and an ice spike
A camp fire in a clearing of the north-west pines, by the tundra ruin.
A dark hall of ruins with braziers, carpets and a blue flame at the far end
The Ice Queen's hall in the far south-west. Braziers light the carpets.
The grotto of the Wasteland: aurora light over a stone shrine topped with antlers
The grotto in the south-east, with its aurora light and a stone shrine topped with antlers.

Monsters

The monsters' levels rise the farther you go from the outpost. The weakest are on the near ground, and the Ice Queen is the strongest.

Monster Level Where you find it (clearings)
Worm 20 (145, 86), (224, 46) and (229, 111)
Ice Monster 22 (118, 79), (152, 159) and (229, 139)
Hommerd 24 (174, 198) and (224, 166)
Assassin 26 (83, 142), (128, 176) and (226, 228)
Yeti 30 (80, 185) and (186, 26), the battlefield
Elite Yeti 36 (42, 32) and (51, 182)
Ice Queen 52 Alone, at (40 to 43, 185 to 188)

Each kind also stands in smaller groups of one to four in the nooks off the main clearings.

Promiseland

The lore is ours, made up for the game. Long ago, before the dark lords first marched, the council of the Kingdom promised its people a new home across the sea. Their ships sailed west from Lorencia with that promise and very little else. The pilgrims who landed on the far coast called the land Promiseland. Their caravan camp is still at the pier, with a well, a tavern and stalls that trade with whoever lands. Beyond the meadows, the walls of an old fort still hold the things the pilgrims could not drive out. The promise was kept, but only just.

The pier of Promiseland with a wooden jetty, lanterns and the words You have entered Promiseland
The pier of Promiseland. You step off the ship here, and the words "You have entered Promiseland" come up.

Getting there

Promiseland is reached by sea. There is no Move list entry for it.

  • From Lorencia. Walk to the end of the pier in Lorencia, at (236 to 237, 239 to 240), beside the two moored ships. You need level 60. The ship sails, and you land on the pier of Promiseland at (69 to 71, 22 to 24).
  • Back to Lorencia. Walk to the end of the pier in Promiseland, beside the moored ship, at (69 to 71, 11 to 12). You land on the pier of Lorencia at (231 to 232, 239 to 240).

There is no fare. While you sail, the screen shows the night sea and "Setting sail for Promiseland..." for two seconds, and it fades after that.

The caravan town

The caravan town round the pier is a safe zone. When your character dies on Promiseland, it wakes here, at (66 to 69, 46 to 48).

Who Where What they do
Baz The Vault Keeper (74, 30), at the pier's foot Your vault
Potion Girl Amy (56, 44), inside the west house Sells potions, Antidote, Apple, Arrow and Bolt
The caravan town of Promiseland: a stone well on a paved square, with lanterns round it
The caravan town. The well stands in the middle of a paved square, with lanterns round it.

Areas

  • The harbour valley, between the west rock and the great spine, with Death Tree among the trees.
  • The north meadow, with a lotus pond and reeds. Witch Queen stands in the meadow's north.
  • The river and its bridges. The river runs down a canyon on the east side. Planked bridges cross it.
  • The far bank, the farms across the river. Gigantis and Berserker stand in the fields.
  • The old fort in the south-west, with walls and broken statues. Satyros and Kentauros live in the ruins.
  • The dry edge in the south-east, with sand and dunes. Persona and Dreadfear are at its far end.
A dark green pond on Promiseland with reeds, flowers and stones on its shore
The lotus pond in the north meadow, with reeds and flowers on its shore.
A planked deck over the water with lanterns at its ends and a blossom tree beside it
A planked deck over the water, with lanterns at its ends.
Broken statues and a stone tomb on the grass by the walls of an old fort
The old fort. Its statues are broken, and the walls stand behind them.

Monsters

Promiseland is for higher levels. Its weakest monsters, Death Tree and Forest Orc, are level 62 and 64.

Monster Level Where you find it (clearings, tiles)
Death Tree 62 (30 to 41, 126 to 137)
Forest Orc 64 (81 to 92, 126 to 137)
Death Rider 68 Spread across the map, from the north to the south
Blue Golem 74 (108 to 119, 84 to 95)
Bloody Wolf 76 (111 to 122, 114 to 125)
Iron Wheel 80 (129 to 140, 147 to 158) and (129 to 140, 183 to 194)
Tantallos 83 The south-middle, from (116, 160) to (189, 224)
Witch Queen 84 (150 to 161, 39 to 50) and (177 to 188, 21 to 32)
Satyros 100 The old fort, (63 to 74, 183 to 194) and (75 to 86, 216 to 227)
Kentauros 108 The old fort, (30 to 41, 189 to 200) and (105 to 116, 207 to 218)
Gigantis 113 The far bank, (222 to 233, 84 to 95)
Berserker 115 The far bank, (228 to 239, 165 to 176)
Genocider 120 The far bank's north end, (227 to 247, 21 to 41)
Persona 133 The dry edge, (231 to 242, 225 to 236)
Twin Tale 135 The far bank's north end, (230 to 248, 5 to 19)
Dreadfear 137 The dry edge, (220 to 249, 208 to 250)

The TAB map

Press Tab to open the full map. It shows the whole map you stand on, with the hero, your party, the NPCs and the gates. Press Tab again, or Esc, to close it.

The full map of Devias Wasteland with a legend at the top left, a pin with its distance, and a ping ring on the map
The TAB map of Devias Wasteland. The legend at the top left lists the controls and the marks. The dot with its distance is a pin, and the ring is a ping.
The TAB map of Devias at the Wasteland gate, with green NPC dots and blue gate arrows
The TAB map of Devias at the gate to the Wasteland. Green dots are NPCs, and the blue arrows are gates.

What you see on it

  • Your hero, and your party's members in their party colours.
  • NPCs, as green dots.
  • Gates, as blue arrows.
  • The legend, at the top left. It lists your party, the controls, and the marks.

Controls

What Mouse Touch
Zoom in and out, 1x to 4x Scroll wheel, about the pointer Pinch
Move the map Drag Drag with one finger
Show the whole map again Double-click Pinch all the way out
Ping a spot Ctrl+click Tap
Pin a spot for your party Shift+click Hold a finger still for half a second
Take your pin away Right-click on your pin Hold on your pin

Pings

A ping marks a spot for the whole party. It lasts four seconds, and you can send one every two seconds.

The TAB map of Promiseland with a pin on the shore, NPC dots and a gate arrow
The TAB map of Promiseland, with a pin by the harbour, two NPCs and a gate arrow.
  • On the TAB map a ping is a ring in your colour, with a pulse.
  • In the world a ping is a glowing disc, with rings and a beam of light that rises from the spot. Press Alt and click on empty ground to ping there, and the hero does not walk. On a phone, tap the Ping button under the menu to ping where the hero stands, or drag the button to where you want the ping.
  • Sound. Every ping plays a short tone, and it follows the volume in Options.

Pins

A pin marks a spot on the TAB map for the party. Each player has one pin.

  • A pin goes when you move it, take it away, leave the party or log out, or when 15 minutes pass.
  • Alone, pings and pins are drawn for you only, and nothing is sent to anyone.
  • Pings and pins show only on the map they were placed on.

The party's colours

The party leader is gold. The other members take cyan, green, pink and orange, in their party order. Alone, you are gold.

Town currencies

Personal stores take their price in one of three currencies, depending on the town.

Town What the stores take
Devias and Devias Wasteland Moo Gold. The seller gets 90 %, and 10 % is lost.
Lorencia Jewel of Bless
Noria and every other map Zen

Moo Gold is the coin of the cash shop. It belongs to your account, not to one character. The party and personal store rules are in the party and PK guide.

Other things new in Moo Classic

  • Phone controls with the Ping. Phones have the Ping button under the menu, and the TAB map takes taps and holds in place of the mouse.
  • The voyage to Promiseland. The sailing message shows for two seconds when you change map, and it fades out after that.
  • The dead wake at the safe zone of their map. In the Wasteland and on Promiseland, you wake at the outpost or the caravan town.