PvP lovers aren’t forgotten in Lunia. The game features a separate PvP level, different from the PvE level accumulated when traversing the stages. Lunia has a PvP channel, accessible in town, where players can make rooms for free-for-all or team deathmatches. There are also quite a number of items usable only after achieving a certain PvP level. Fortunately, Lunia gold does not compel all players to engage in PvP.
Lunia also features server channels in the form of “squares.” Lag is greatly reduced through the numerous server channels, a welcome sight for players. The square is, however, the only town map in the game. You begin and end your Lunia day in the same town, see the same NPCs, and hear the same BGM. Eventually, the sight of the town becomes bland and boring.
Items in Lunia resemble the recent trend in MMORPGs. The items are colorfully marked according to their rarity. Most armors and weapons have hidden enchantments that can be unlocked once appraised by a specific NPC. These enchantments may give positive or negative stat bonuses. Thankfully, players have a chance to reverse the appraisal to hide the enchantment again through a cash shop item, just in case the item gave a negative bonus. Weapons and armors can also be upgraded to provide additional damage or defense and positive stat bonuses. Strangely enough, the chances of upgrading success are high even when fortifying high level items.
Speaking of items, Lunia’s inventory management is very limited. Bank and inventory slots are severely inadequate. The cash shop offers non-tradable bags and bank upgrades; however the validity is limited only for a few days to a month. Sadly, non-cash shop players can only avail of these upgrades as rewards from one-time quests.
Cheap Tricks of War
As for controls, the game uses two attack buttons plus the numerical shortcut keys. Movement is controlled solely by the arrow buttons. The mouse only serves as your interaction with NPCs and the UI. Button-mashing lovers will immediately enjoy dishing out numerous hits, both ground and aerial ones. There are occasional mishaps during combo-making though. The game has difficulty responding to the players’ button presses, thus missing a beat and cutting off the combo. Worse, even if the players adjust their speed to match the game’s pace, their character will still miss out on responding. Even moving the character becomes a chore. Players will often get stuck at a certain point in the open path while moving, only to find out a split-second later that the character was actually running in a dead end. Oftentimes, the characters tend to overshoot their movement too, making it actually hard to negotiate tight spots like evading incoming boulders.















