Death has a price again.
Every death, to a player or a monster, costs experience, levels and your gear. Killed by a player, you watch your last seconds through their eyes. Share the link.
Online players
You were a kid. A death in Lorencia made your hands shake. Not for the gear. Because it counted.
Twenty years on, nothing does.
MUnolith is built to change that: the MU you remember, drawn the way you remember it, with the fear put back.
Every death, to a player or a monster, costs experience, levels and your gear. Killed by a player, you watch your last seconds through their eyes. Share the link.

Experience comes slowly. Excellent items, sets and jewels fall far less often than elsewhere. A good drop is worth a shout in guild chat, and worth dying for.

A monster caught roaming gives more than one waiting at its spawn. Hunters eat. Campers starve. Whoever goes AFK is the next meal.

They chase whoever hurts them most, call their friends and never pause between swings. Nobody holding them? They go for the healer. Talk to your party, or bury it.

Zen is the money here, not jewels. The auction house is where gear changes hands: sell what you looted, buy back what you lost.

Guilds ally, trade and hunt together. Kill the wrong player and their whole guild remembers your name. When death costs this much, people talk.

Balance is tuned by machine learning over every fight recorded on the server, and the changes are published. No build stays broken for long.

The further you trail the leaders, the faster you level. The world opens in phases, so nobody runs away with the server.

Season 1 is open. Free in your browser, or on Windows. Go back.
Nothing to install. The game runs in a browser tab on a desktop computer. The first visit loads the game files once; after that it starts from the browser cache. A Windows client is also available.
No. Play as a guest and the game makes a login for you and keeps it in your browser. Save it under a name and password of your own from inside the game to keep your characters and log in anywhere. Unsaved guest accounts are removed after 30 days if none of their characters has reached level 50.
Every death, to a player or a monster, costs experience, levels and the equipment you are wearing and carrying. You stay where you fell until you choose to respawn.
Low. Experience comes slowly, and excellent items, sets and jewels drop far less often than on a regular MU server. The exact rates are published before launch.
You can, but it pays less and it is risky. A monster wandering the map gives more experience and loot than the same monster at its spawn point, so camping one spot earns less than hunting, and an idle character is an easy kill for other players.
No. Characters behind the leaders gain experience faster, and the world opens in phases, so late starters catch up.
Every fight on the server is recorded. Class and build balance is tuned from that data by machine learning, and the changes are published.
Not decided yet.
Not tested yet.
Not decided yet.
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