RF Online Next Sacred Weapons Guide
Quick facts
| The three units | MAU (piloted mech), Launcher (auto-turret), Animus (summon) |
|---|---|
| Fuel | Holy Gas — about 10 free minutes per day for MAU + Launcher |
| Unlock | Progress the main story; Hangar appears at a milestone (reported ~Chapter 3 — verify in-client) |
| Upgrade with | Enhancement nodes + Credits, in the Hangar. MAU nodes and Launcher nodes are separate items. |
| Best for | MAU → bosses and single targets · Launcher → farming uptime · Animus → a battle-turning burst in war |
What Sacred Weapons are
Sacred Weapons are the franchise's signature power fantasy — the moment a single player drops a war machine into a fight and changes it. In Next they come in three flavours, each tied to a faction's identity but available to you as a deployable: the Bellato MAU, the Accretia Launcher, and the Cora Animus. You meet them early as story spectacle and rely on them for the rest of the game, from boss damage to daily farming speed.
How to unlock the MAU
The MAU is gated behind story progress, not a separate quest line. Push the main chapters and the Hangar option appears in your menu at the milestone — community guides place it around Main Chapter 3. If you've cleared a few chapters and still don't see the MAU icon, you simply haven't hit the milestone yet; keep going rather than hunting for a hidden unlock.
- Clear main story chapters until the Hangar appears in the top-right menu.
- Open the Hangar to deploy, refuel, repair, and upgrade your Sacred Weapons.
How it works
The MAU is the one you actually ride. It hits hardest against a single target, which makes it your boss-fight button — drop it, dump its sortie into the boss, and let it retrieve when the timer ends. The Launcher is the opposite: it doesn't move, it auto-fires at whatever's nearby, and it shines for steady farming because it keeps working while you do. You can run both at once; they just can't sit on the exact same tile, so offset them when you deploy together. The Animus is the odd one out — not a fuelled deployable but a brief, devastating summon that does its damage and vanishes, built for swinging a war fight in one window.
Everything except the Animus runs on Holy Gas. The part most players miss: your first sortie each day — about 10 minutes for the MAU and Launcher — is free and doesn't burn any Holy Gas you've stored. After that you spend gas, which drops from dungeon content; launch-week guides point at the Biosuit Training Mode in the Scion Training Grounds as the reliable source, so fold that into your daily run. There's an auto-refill toggle in the Hangar that tops the gauge back to full after a mission so you're not refilling by hand.
After a sortie your unit auto-returns to the Hangar and repairs itself, and it can't redeploy until the repair finishes — so a MAU you blew on trash mobs isn't there when the boss spawns. Loyalty Shop Instant Repair Tickets skip the wait if you must, but the better habit is just timing your sorties. Upgrading happens in the Hangar with enhancement nodes plus Credits, and the trap worth stating plainly is that MAU nodes and Launcher nodes are different items — read the label before buying a pack, because the wrong nodes are dead weight.
How to play it well
If you do one thing with this system, deploy the free daily sortie every single day — it's free combat power that a huge share of new players leave on the table, and over a launch month it's a meaningful lead. Beyond that, spend your MAU on targets that deserve it. Single-target burst is its whole identity, so save it for bosses and World Boss windows rather than clearing a field you could clear anyway; the Launcher is the tool for plain farming because it works passively while you fight.
On upgrades, commit to one path instead of feeding three units at once — early-game hunting speed barely changes between low grades, so spreading nodes thin just slows down the grade that would actually move your power. Push a single Sacred Weapon toward its next grade, because the first unit of a new grade costs noticeably less than later copies, then repeat. Keep a Credit reserve before you start an upgrade session; runs out of Credits mid- upgrade is the quiet way people stall, since nodes and Credits are both consumed and Credits are the one easy to forget.
FAQ
How do you unlock the MAU?
Progress the main story until the Hangar appears in your menu — reported around Chapter 3. Keep clearing chapters if it hasn't shown up; verify the exact gate in your client.
Are Sacred Weapons free to use?
Yes — about 10 free minutes a day for the MAU and Launcher that doesn't touch your Holy Gas. Free players can use them daily.
Can you run the MAU and Launcher together?
Yes, at the same time — just don't stack them on the exact same spot.
Do they share upgrade materials?
No. MAU nodes and Launcher nodes are separate items; check which you need before buying.
Related guides
New here? Start with the Beginner Guide and the Starter Finder. The factions behind these weapons are compared on the faction guide (Bellato/MAU, Accretia/Launcher, Cora/Animus), and the war you'll bring them to is the Mining War. For where Holy Gas and nodes fit your day, see the F2P guide.
Sources & method. Mechanics drawn from Netmarble's launch materials (the three Sacred Weapon types) plus launch-week community guides for the Holy Gas, Hangar, and upgrade details. Specific gates and farm spots (Chapter 3 unlock, Scion Training Grounds) come from early guides that may track the Korean/Japanese build — treat them as provisional and verify in your client. We'll update this as the global meta settles.
Last updated: 21 June 2026 · launch week. What changed: first publish.