MU Origin First Impressions & Review
The game starts off with three classes you can choose from, all of them deriving from the original game: a Dark Knight, a Dark Wizard, and an Elf. Each class appears to have a color scheme with their character design: The Dark Knight being red, the Dark Wizard blue, and the Elf is green.
The Dark Knight is a melee class, the Dark Wizard is a magic class, and the Elf is a ranged class with the ability to heal others. Each class has a specific character model to them: the Elf being female, the Dark Wizard a male, and the Dark Knight another male. They all have currently seven skills you are able use within the game, and each has different weapons within their class (i.e. – The Elf using a crossbow and a bow).
Along with the classes having different weapons within their class, their armor is subject to change depending on what you put on and how much you enhance it. It’s really nifty, and even your wings change as you evolve them.
Either you’ll be questing, farming mobs, crafting and making your equipment better, dungeoning, exploring, or pvping. Many of the quests are “talk to this NPC” or “fight that monster.” There’s also Daily Quests, Epic Chests, and an Auction. Sometimes the quests get a little bit monotonous, yet expected for many MMO RPGs. Farming mobs oddly has become addicting though, and dungeoning is pretty fun – especially getting an S.
Exploring, finally, is very interesting. Many things load up when you’re in that location, including other players, NPCs, or monsters (which I will get to more in “loading times”).
As for PvPing and crafting, these require a bit from you. With PvPing, your ping and also good gear and levels will really help you out, and the crafting requires a bit of materials that you’ll have to get throughout the game, whether you farm it or get it in a quest. This is also typical for MMO RPGs, but is worth noting.