The MU Project

Classes

There are three families. Each one starts with its base class and evolves twice through quests.

FamilyBase class2nd class (level 150)3rd class (level 400)
KnightsDark KnightBlade KnightDragon Knight
WizardsDark WizardSoul MasterSoul Wizard
ElvesFairy ElfMuse ElfNoble Elf

Dark Knight

Master of the sword: heavy armor and brute strength up close. Takes a lot of punishment and hits hard in melee. Most of his skills come from the weapon he wields and from class books.

To start: Strength for damage, Vitality to endure and Agility to hit faster.

Dark Wizard

Master of the arcane: devastating spells from afar. Fragile up close, but clears whole packs from a distance. Learns almost everything from books and scrolls.

To start: Energy for magic damage and Mana to cast more; some Vitality so you don't drop in one hit.

Fairy Elf

Agile archer and healer: bows and crossbows, buffs and support magic. Shines in a party healing and buffing, and hunts solo just fine. Her bows need arrows in the other hand.

To start: Agility and Dexterity to shoot fast and hit; Energy if you plan to heal and buff.

Which one should I pick?

Damage rules are the same for everyone: two characters with the same points spent perform the same. What sets classes apart is the weapons and armor they can wear and the skills they can learn. You can have several characters on the same account and share items through the vault.