Version: S19 Episode 3 (historical) EXP Rate: 99,999x / 99,999x (historical) Location: Global Status: Merged

VoltMU is a legacy world that merged into the RiftMu Permanent Realm in 2026. The specifications on this page are preserved for historical reference and no longer describe a separately running server.

On VoltMU, playing was earning: every event, boss, reset and Grand Reset dropped WCoins into your account while you raced toward Supreme gear on the blazing-fast Season 19 Episode 3 ruleset.

Play on the RiftMu Permanent Realm

Rates and rules in one table

Experience Rates Normal XP: 99,999x — about as fast as MU gets.
Majestic XP: 99,999x — the same blistering pace, tuned so long-term builds still had meaning.
Max Stats Stats capped at 62,000 by default; with sockets, gear and buffs a specialised PvP or PvM build could climb to about 65,000.
Resets & Grand Resets Grand Resets without limits. Rapid resets plus an endless GR ladder replaced the slow early-game grind entirely.
WCoins & WCoin drops WCoins flowed from event wins, medium and high boss kills, resets and Grand Resets. Playtime — not just donations — filled your wallet.
Drops & jewels Every tier of the ladder — Kingz, High Kingz, Emperor, Supreme — dropped inside the game itself, so top-tier sets never depended on webshop-exclusive items.
PvM System PvM damage was evened out across the roster, so Illusion Knight Jacquard newcomers farmed as happily as veterans.
PvP System Win rates were kept level between classes — your build and item choices set the style, from patient and defensive to all-out aggression.
Special features A pile of new jewels, RUUD Apocalypse upgrades running all the way to maximum Supreme, fresh special events, extra bosses — and plenty of hidden content for the curious.
Guild events An Icewind Event every week, several Arca Wars across the week and a weekly Castle Siege — all stacked with rewards, special jewels and GP.

Upgrades without the tears

Standard Chaos Machine combinations ran at the maximum success setting. Jewels and ZEN were still required — but nobody sat rerolling 10% troll odds.

Combination Success / notes
Chaos Machine Standard mixes succeeded at the highest possible rate.
Items +10, +11, +12 99% + Luck
Items +13, +14, +15 99% + Luck
Wings Level 1–4 99% success — with Elite or VIP Wing Jewels available as an upgrade / transform route on top.
Wings Level 5 Either crafted from Uriel Feathers (Giant Treasure loot, handed in at the Lorencia Bar), or created at 100% success by applying a VIP Jewel to your 4th wings.
Elite & VIP wings Trading covered every Elite and VIP wing, and unique new wings could be crafted then improved with jewels.

Rare loot worth hunting

Jewel Where to find it
HELIX JEWEL Dropped everywhere at a fair rate — any mob, any map — with mini Chaos Cards on top.
GOLD HELIX JEWEL Farmed through Chaos Cards (Vulcanus), Arca Battle, Blood Castle, Illusion Temple, Kundun and coloured boxes, minibosses, Evomons, plus the Scramble and Baseball events.
BLACK JEWEL On the menu at Fire Dragon, the Crywolf Event Dark Elf, Boss Battle, Labyrinth, Illusion Temple and Doppelganger & its Mix — or by luck from a rare Chaos Card and random Deep Dungeon+ monsters.
BLUE JEWEL Supplied by Gold Chaos Cards, Kundun boxes, the silver/gold box, Dark Elf, Balgass and random monsters from Deep Dungeon upward.
ORANGE JEWEL Four sources: Kingz Dragons, the Hide & Seek Event, Castle Siege and the Senior Mix.
ELITE WINGS JEWEL A rare pull from Deep Dungeon maps or higher.
VIP WINGS JEWEL The very rare cousin — same maps, far stingier odds.
HIGH KINGZ JEWEL Kingz Dragons dropped it very rarely, while Siege gave roughly a 50% chance to the winning and losing guild masters and their alliance guild masters.
EMPEROR JEWEL Top bosses dropped it, the Senior Mix NPC crafted it at a low rate, and the Siege-winning guild master collected one as a prize.
SUPREME JEWEL Only the biggest fights paid out: Kingz Dragon, Green Dragon, Fire Dragon and selected elite instances.
WCOINS Handed out by Giant Treasure, the Icewind Event, Castle Siege, Doppelganger, Acheron, Medusa, Giant Ogre, Fire Dragon, Ice Golem, Kingz Dragon, Poison Tree, Ice Lord Dragon, Nightmare, Red Wolf, Selupan, Hollow Knight, Rathians, Silver Wolf and Lord Silvester, plus Blood Castle, Devil Square and Chaos Castle runs.

What Season 19 Part 2–3 brought to VoltMU

The world used Season 19 Episode 3 rules, built from the official Season 19 Part 2–3 patch — the update that reshaped high-level MU with fresh mounts, maps, artifacts and a wider ability tree.

  • Guardian Mount: Leviathan & Leviathan (Rare) — a heavyweight guardian mount packing boosted abilities and eye-catching effects.
  • New map: Twisted Kalutan — a creepy high-level zone where dangerous monsters guarded serious rewards.
  • 4th Command tree for Dark Lord — extra depth for DL players leading parties or anchoring Siege.
  • Artifacts renewal & grade system — a rebuilt artifact UI, newly introduced grades and fresh upgrade combinations.
  • Events & Boss Information window — event timers and boss spawn locations, visible without ever leaving the game.
  • Enhanced Ability Tree (5th) — more ability points and new branches to fine-tune a build.
  • Ability Skill Card conversion — swap and merge ability skill cards until the deck was exactly right.
  • 7th Mastery Earring: Verdant — a top-shelf earring with attribute bonuses found nowhere else.
  • Level cap extended to 1650 — the ceiling moved up, so the power climb kept going.

The VoltMU power curve

  • Stage 1 — Sprint the early game: with 99,999x EXP and shop-bought skills, the first resets arrived almost immediately.
  • Stage 2 — Bank WCoins & jewels: events, bosses, resets and Grand Resets kept the WCoins and Helix-line jewels flowing.
  • Stage 3 — Assemble Apocalypse & Kingz sets: RUUD / Apocalypse gear leveled up through KINGZ, High Kingz, Emperor and Supreme jewels.
  • Stage 4 — Secure Elite / VIP / Lv.5 wings: friendly Chaos Machine rates, helped along by Elite & VIP Wing Jewels, made wing-crafting painless.
  • Stage 5 — Tune everything for Siege: the finishing touches were earrings, artifacts, ability cards and jewel options aimed at Castle Siege and Icewind.

The VoltMU command list

Command Description
/resetPerforms a character reset.
/evoquestAuto-clears quests one through four; the fifth begins in Devias.
/eventsDisplays when each event fires next.
/wareOpens warehouse storage instantly.
/hideiconConceals your VIP marker.
/regicewindHow guild leaders queued their guild for Icewind.
/whisper [on/off]Enables or silences whispers.
/pkclearErases PK status.
/post [msg]Server-wide chat message.
/gpost [msg]Network-wide chat, reaching all servers and subservers.
/addstr [p]Adds points into Strength.
/addagi [p]Adds points into Agility.
/addvit [p]Adds points into Vitality.
/addene [p]Adds points into Energy.
/addcmd [p]Adds points into Command (Dark Lord).
/requests [on/off]Controls whether trade and party requests reach you.
/offtradeRuns your personal WCoin store in Devias while you are offline.
/scramble "answer"Replies to the Scramble event question.
/gift-class Every class had its own gift command. Three resets unlocked them, and the rewards appeared in the Gremory Case.

The full set: /gift-dk, /gift-dw, /gift-elf, /gift-sum, /gift-rf, /gift-mg, /gift-dl, /gift-gl, /gift-rw, /gift-slay, /gift-gc, /gift-lw, /gift-lem, /gift-ik.

Why players picked VoltMU

  • Earning beat paying: gameplay generated WCoins on its own.
  • Events, bosses, resets and Grand Resets all paid WCoins, keeping active grinders rewarded.
  • Kingz, High Kingz, Emperor and Supreme stages carried gear far past its basic form.
  • Icewind, Arca and Castle Siege ran weekly with prizes guilds actually wanted.
  • A clean ramp: level fast, stack Grand Resets, then Apocalypse, Kingz and Supreme.
  • An international crowd on Discord, split between PvP, PvM and marathon progression.

VoltMU merged into RiftMu — continue on the Permanent Realm

Play on the RiftMu Permanent Realm