Ascension Mir II - Low Rate - 7 Classes

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stom2022

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Apr 20, 2022
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good luck on server launch gonna try archer out when server launches
glad ur using Shanda archers armour and bow

is archer gonna be mc and dc base or straight dc base like chronicles archer
and have u done it where we have to have arrows equipped for the skills to work
 

deano13

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Oct 31, 2004
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Looks decent mate, not keen on all the classes etc if im honest should of kept the elite trio but looking forward to trying!
 

Exwizz

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Feb 1, 2010
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looks good, archer/monk look like the chronicles version, also necromancer looks decent.

good luck with server.
 

BlackWizz

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A very good amount, i am testing phases with internal test systems. Wil feedback with new features and results coming soon
Try to make Necromancer when he became Reaper don`t use the skills just attack normal but with a slash on the sword to hit like halfmoon and high damage on slash:P
Necromancer - ranger with skills
Reaper - close range with high damage
 

DiabloVodkaShot

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Feb 20, 2009
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No confirmed ETA as of yet but we don't suspect too long!
looks great, goodluck in lanuch
Thank you!
Try to make Necromancer when he became Reaper don`t use the skills just attack normal but with a slash on the sword to hit like halfmoon and high damage on slash:P
Necromancer - ranger with skills
Reaper - close range with high damage
Good thoughts, lets see how the class plays out - its a very interesting play.
 

DiabloVodkaShot

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Feb 20, 2009
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Little update, with some features:

Firstly SabukWall Changes: I have reverted to standard palace for Sabukwall, however im aware that any palace fights often just leads to players staying inside the palace and making it very difficult for anyone to compete, so to tackle this and make it more competitive and tactical, i have added a de-buff called: Palace Exhaustion which can stack 5 times.
Essentially players who remain inside palace for too long will lose stats, This will promote players to fight outside and inside alike.
Image 111.png

QuestMachine:

I know loads of people love quests, and other people hate quests, so we have added an NPC called "QuestMachine" The story line for the game is very minor and will only take players to around level 15-16. After that you have a choice, you can keep using quests (if you fancy) or you can go off as mir intended and find your own way to level.
Quest Machine will generate quests over and over again, random caves, random types, and you will never run out, its essentially an infinite AI quest machine designed to understand map difficulties vs player levels.


Quest Machine.png

Map Transitions:
Certain times of days will create map transitions. This is something that happens live and edits the main world:

A little example of this:


Added a Town defense event. Totally of choice to join or not, with rewards for those who successfully help defend the wall. During this, all monsters on the map will despawn and not spawn again until the event is finished:
Town Defence.jpg

Extras:
"Always Up" - A simple rewspawn tool, to make sure on certain maps there are ALWAYS exactly that many monsters. No longer require respawns on questing maps (especially on launch)

New commands: Such as @Playtime, a little gimmick to show you how long your character has been online in its lifetime.

RaidCauldrons: These can be spawned by Alchemists and anyone in their group can click the cauldron to gain a temporary raid buff.

Emojis have been added to the game chat, These are animated emojis and will be unlocked via the Ascension level system.

Plenty more new additions without giving away too much.


cauldrons.png emojis.png Playtime.png

 
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muffinpie

Golden Oldie
Golden Oldie
Jul 19, 2005
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Looking good! Hopefully there will be an alpha or a beta soon to try out the archers and necro, I'm really hoping the shanda archer plays the same way it did on chronicles! The maps changing state looks like cool feature, and the SW changes are much needed as we always seem to get a capture flag or king of hill modes now and im a bit bored of them! Do we have a timeline for beta and release yet? i understand its a massive project with lots of unique features but theres no servers worth playing currently and this one actually looks exciting!
 

Jambo

Mir 2 Moderator
Staff member
Moderator
Dec 9, 2006
1,699
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West Midlands
Little update, with some features:

Firstly SabukWall Changes: I have reverted to standard palace for Sabukwall, however im aware that any palace fights often just leads to players staying inside the palace and making it very difficult for anyone to compete, so to tackle this and make it more competitive and tactical, i have added a de-buff called: Palace Exhaustion which can stack 5 times.
Essentially players who remain inside palace for too long will lose stats, This will promote players to fight outside and inside alike.
View attachment 40286

QuestMachine:

I know loads of people love quests, and other people hate quests, so we have added an NPC called "QuestMachine" The story line for the game is very minor and will only take players to around level 15-16. After that you have a choice, you can keep using quests (if you fancy) or you can go off as mir intended and find your own way to level.
Quest Machine will generate quests over and over again, random caves, random types, and you will never run out, its essentially an infinite AI quest machine designed to understand map difficulties vs player levels.


View attachment 40287

Map Transitions:
Certain times of days will create map transitions. This is something that happens live and edits the main world:

A little example of this:


Added a Town defense event. Totally of choice to join or not, with rewards for those who successfully help defend the wall. During this, all monsters on the map will despawn and not spawn again until the event is finished:
View attachment 40288

Extras:
"Always Up" - A simple rewspawn tool, to make sure on certain maps there are ALWAYS exactly that many monsters. No longer require respawns on questing maps (especially on launch)

New commands: Such as @Playtime, a little gimmick to show you how long your character has been online in its lifetime.

RaidCauldrons: These can be spawned by Alchemists and anyone in their group can click the cauldron to gain a temporary raid buff.

Emojis have been added to the game chat, These are animated emojis and will be unlocked via the Ascension level system.

Plenty more new additions without giving away too much.


View attachment 40289 View attachment 40290 View attachment 40291

Question for the SW change, will the debuff have a timer to make it come off to stop people stepping outside and straight back in?
 

DiabloVodkaShot

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Feb 20, 2009
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Question for the SW change, will the debuff have a timer to make it come off to stop people stepping outside and straight back in?

Yes there's a short timer for the debuff to come off, its simply just a deterrent to stop players camping the palace, it means there has to be some tactical decisions made on when to enter vs when not too.

Looking good! Hopefully there will be an alpha or a beta soon to try out the archers and necro, I'm really hoping the shanda archer plays the same way it did on chronicles! The maps changing state looks like cool feature, and the SW changes are much needed as we always seem to get a capture flag or king of hill modes now and im a bit bored of them! Do we have a timeline for beta and release yet? i understand its a massive project with lots of unique features but theres no servers worth playing currently and this one actually looks exciting!

The Archer plays almost identical to standard Shanda Archers.

In terms of a Beta. The game is ready for it, just the decisions of how, and when now.