Aesir Mir

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AesirMir

Dedicated Member
Dedicated Member
Jan 2, 2019
98
2
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Server Info:
I created this server because I always had a vision for what I wanted Mir to be like, a server filled with diversity and not every person wearing the exact same kit with the same classes and same spells. To that end, I've implemented a subclass system comprising several different subclasses per main class, which are:


Classes:​

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Martial Classes (Warrior)​

Barbarian: This hard-hitting class sacrifices speed and armor for hard-hitting brutality. Often they will maim their target if not outright killing them in a few strikes.
Knight: Knights are the juggernauts of Aesir Mir; they are notoriously hard to kill and weave a path of chaos through the battlefield.
Eldritch Knight: Eldritch Knights blend the arcane and melee into a singular formidable fighting force.

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Spiritual Classes (Taoist)​

Paladin: Paladins smite their foes with divine might and finish them off in melee combat. Their utility abilities aren't as strong as the other spiritual classes, but they can do nearly everything pretty well.
Cleric: Clerics are the healers and support class; they have some of the strongest utility-based spells in the land of Aesir.
Commander: A utility class that empowers others to be their power, can recruit additional heroes along with various other team-oriented abilities.
BattleSmith: A utility class that emboldens others through items that work best in the midst of combat.

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Arcane Classes (Wizard)​

Magus: Magus lay waste to their enemies from a distance, scorching the land and leaving desolation in their wake.
Wild Mage: Wild mages are chaos incarnate; every spell cast is a roll of the dice.
Cryomancer: Cryomancers control the elements and battlefield, often defeating their foes through a combination of damage and status effects to slow and negate attackers.
Sanginemancer: Sanginemancers are a pet-focused wizard class that uses blood magic instead of the arcane; their abilities are fueled by their health.

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Shadow Classes (Assassin)​

Rogue: Rogues always seem to have luck on their side and know getting the drop on their opponent is the best avenue for success.
Arcane Trickster: Arcane Tricksters are primarily assassins but have picked up some talents for the arcane arts along the way.

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Ranged Classes (Archer)​

Horizon Walker: Horizon Walkers realize as being primarily ranged, their best defense is to remain slippery and use their innate magical abilities to reach this end.
Arbalest: Arbalesters are the precision archers; rarely do they miss, and when moving slow, they gain a large damage bonus.


Overall, these subclasses add over 100 new spells/effects to the game, which are useful throughout the life of a character (spells range from level 7 and upwards). Artifact spells have been excluded from the below list but this is all the current spells learnable by the classes in the game (Each class has a specific spell list they can learn):


Fencing
Slaying
Thrusting
HalfMoon
ShoulderDash
TwinDrakeBlade
Entrapment
FlamingSword
LionRoar
CrossHalfMoon
BladeAvalanche
ProtectionField
Rage
CounterAttack
SlashingBurst
Fury
ImmortalSkin
FireBall
Repulsion
ElectricShock
GreatFireBall
HellFire
ThunderBolt
Teleport
FireBang
FireWall
Lightning
FrostCrunch
ThunderStorm
MagicShield
TurnUndead
Vampirism
IceStorm
FlameDisruptor
Mirroring
FlameField
Blizzard
MagicBooster
MeteorStrike
IceThrust
Blink
StormEscape
Healing
SpiritSword
Poisoning
SoulFireBall
SummonSkeleton
Hiding
MassHiding
SoulShield
Revelation
BlessedArmour
EnergyRepulsor
TrapHexagon
Purification
MassHealing
Hallucination
UltimateEnhancer
SummonShinsu
Reincarnation
SummonHolyDeva
Curse
Plague
PoisonCloud
EnergyShield
PetEnhancer
HealingCircle
FatalSword
DoubleSlash
Haste
FlashDash
LightBody
HeavenlySword
FireBurst
Trap
PoisonSword
MoonLight
MPEater
SwiftFeet
DarkBody
Hemorrhage
CrescentSlash
CrescentSlash
MoonMist
CatTongue
Focus
StraightShot
DoubleShot
ExplosiveTrap
DelayedExplosion
Meditation
ElementalShot
Concentration
ElementalBarrier
BackStep
BindingShot
SummonVampire
VampireShot
SummonToad
PoisonShot
CrippleShot
SummonSnakes
NapalmShot
OneWithNature
MentalState
AuraOfThorns
InvisibleCuirass
StalwartShield
Fealty
Roar
GoldenDragonStrike
RelentlessEndurance
ShieldWall
FerociousSmash
IronMaiden
Frenzy
BladeWaltz
DeathSentence
BrutalStrikes
MeteoricLeap
BerserkersCharge
HolyShieldSelf
SummonGuardian
BlessedShield
Bless
LayHands
HolyShield
Smite
Enfeeblement
DivineProtection
BattleFervor
SpiritBurst
SummonPriest
VolrunsFury
AnointedAura
SmitefulAura
DeathWatch
SummonHolyGuardian
Conviction
SteadfastAura
HeightenedPoison
SummonUndead
HolyGround
ZinorsRebirth
ZinorsBlessing
ConsecrateGround
FreedomOfMovement
Fanaticism
ZinorsShield
ShieldOfFaith
DimVision
ReactiveHealing
SummonSpiritWraith
CreateRefreshments
SteelCore
FrostShield
SolariShield
GlacialStorm
PermafrostHurricane
HexdronsDistraction
SummonShieldWall
IceField
IceWall
FrozenTomb
MeteorStorm
PowerSurge
VolcanicEruption
VolrunsStrike
Armageddon
Immolation
CallLightning
CounterSpell
LifeLeech
MeditativeAura
ManaBurn
PoisonedKnife
ManifestShadow
ImagesOfIkkon
SiegeMode
AimedShot
PowerShot
EtherealStep
GraspingShot
IceShot
TrueShot
DispelMagic
SummonGuardianOfFaith
SummonCrimsonTiger
SummonLakato
LifeFunnel
ThickOfIt
MageArmour
Silence
MageHand
PoisonedShuriken
BladeStorm
AcidPool
CloudOfPlagues
BladeRite
DragonDash
HailOfArrows
CrimsonHurricane
BloodVortex
MeteorBombardment
InfernalField
Earthquake
StasisBubble
SoulBloom
LightningBolt
MartialStorm
MarksmansVolley
TorrentialRain
GravitationSinkhole
FullMoon
LionDance
ObscuringMist
Whirlwind
SoulScythe
IcingSword
DragonSword
DaggerFlurry
ConcussiveBurst
BladeOfShock
HardenedCore
ConsecutiveShots
FireBounce

Here you can find gifs of some of the new spells
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I've thrown together gifs of some them in action you can see here: https://discord.com/channels/621806832830382090/1247345382158106665

The majority of the changes these classes bring are through passive abilities,for example the battlesmith in action: 1717468128406.png


Artifacts:​

Besides the subclass system, this is another big feature of the server. I've always felt bored that everyone on a server eventually gets the same items, and there are no standout/unique items. Artifacts will change this; artifacts can range from minor trinkets with utility uses all the way up to items that will grant the wearer immense power and unique abilities/attacks. Overall, these items add 100s of spells and effects to the game. Several artifacts of the same kind may drop within the game, but for the majority, there will only ever be one of them ever. (Although I expect many will never be found due to the rarity of them).

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Heroes:​

If you become renowned enough throughout Aesir Mir, you can recruit heroes to help you out in your adventures. This is not the default crystal implementation; heroes are class-based (currently warrior, Taoist, and wizard, subclasses to come later), have access to that class's spells with heavily modified AI to react to different situations depending on their available spells.
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New AI:​

Tons of new monsters roam the lands of Mir that react and challenge players in different ways.
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Discover new tactics as most of the late game monster have intelligent pathfinding and will actively hunt you down.


Not only does every boss in the new areas have a specialised AI, I've also changed how boss fights can work altogether. Ever thought it was stupid that bosses are these huge monsters that take up one square ? I do so they don't anymore, numerous monsters have a larger base so more players can get involved in killing them (3x3 base, they're also harder to compensate ;)).
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Check out this gif of one of them in action!
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Challenges:

Think you're the best player to ever grace the land of Mir? Prove it! These challenges range from dungeon crawls to mini-games. Can you enter the dungeon and make it out alive? Can you beat the server's high score for a game? There are also several hidden challenges throughout the lands of Mir; good luck exploring and finding them.

The Hunt:
Can you navigate your way through The Hunt, avoiding the huntmasters along the way? Intelligent monsters roam a dungeon led by a hunt master; can you tiptoe your way through and reach the other end while surviving?
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The Depths:
Can you make it through the darkness? The TruthSeer waits ends for you at the end.

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Onslaught:
How long can you and your team hold out in the Onslaught game mode? The Onslaught game mode is a solo or team-based tower defense-like game mode. Recruit troops to protect your statue and defend it against waves of attackers, build any defensive layout you want against a ever increasingly strong horde. How long can you hold out?
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Last Man Standing:
Will you be the Last Man Standing in the arena? Drop into a free-for-all event held several days a week and try to come out the victor!

The Gauntlet:
Can you and your team be the best in The Gauntlet? Who has the best gear and most powerful spells on the server? It doesn't matter here, this is a game of skill and chance.
The Gauntlet is a Battle Royale-type game mode where you are randomly assigned a team of up to 3 people and dropped in at level 1 with no items or spells.
You and your team have one hour to wipe out the competition! This game mode is also held several days a week. (And don't worry, you get your gear and levels back.)

Sunday League:
Join the Sunday game at midday! Pop over to the football pitch and join Team Phoenix or Team Dragon for a fun kick-about with prizes for the winning team.
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Duel System:
Someone talking crap saying they're better than you ? Bet items and gold against each other, kill them and the winner takes all.
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Lottery System:
Purchase tickets to be entered into a server wide draw for gold prizes.

Curated Gear and Stat Changes:​

The luck, magic resist, and poison systems have been reworked and work as a % now; these stats have a cap (except luck, which maxes at 100%, equivalent to luck 10 (Max 70% on weapon, the other 30% can be gotten through buffs and other items, mainly necklaces, helmets, and belts)) and work in PVP and against a lot of monsters.

The gemming/orbing system has also been reworked, making it easier to reach the stats added cap. Jewels have been added as well, allowing an item to go beyond the cap.

The attack speed system has also been reworked; each +1 speed = 5% of the maximum speed attainable on the server. There's a soft cap at 60% (+12) for items for non-assassin type classes (non-assassins can still get 100%, the other 40% needs to be attained through buffs, etc., it just cannot be gotten through items); assassins are uncapped so can attain the max through items, spells, or buffs.

Dungeons and gear up to level 100 are already in-game. This includes:

Craftable Items:
11 new full item sets with each set having their rarity levels (so, for example, 1 set has 4 rarity levels) and power ranging from common to mythic (along with various unique items like stat requirement items, etc.), ranging from level 48 to 100 after the official Euro-like content, spread across the 21 new dungeons. These items can be crafted all the way up to lvl 100 meaning you can take an item all the way from level 48 all the way through to level 100.​
Stand Alone Items:
Stand alone weapons and armour are scattered throughout the levels aswell, These items are more powerful than the craftable items of the same level. In total theres 102 new Armours and 90 new Weapons from level 48 to 100 across the classes.​
Stat Required Items:
Higher tiered versions of the stat required items have been added if glass cannon builds are more your thing. This adds 117 new items for the later stages of the game.​

New Dungeons:​

These new dungeons are fully implemented, stat'd to meet a level range with full drop files and each dungeon has atleast 1 boss with its own unique AI if not more than 1.

Red Cavern
Hell Pass
Hell Fire
Ancient Prajna
Battle Grounds
Ancient BDD
Ice Hell
Frozen Palace
Brimstone Fort
Ruins
Forgotten City
Terwarang
Forsaken Wreck
Spirit Mines
Gardorian Mines
DeadForest
Lunar Temple
Jörmungandrs Lair
Ancient Past Bichon
Netherworld
Troll Mine
Cerillion Temple
Ant Lair
Chaoutici Temple
Iron Cave
Snow Cavern
White Dragon Passage
Jinchon Temple
Dark Forest
White Valley
Ymirs Lair
Legionnaire Wastelands
Tyrs Realm
Swamp
Zuwarang Temple
Goshen Forests
Jerlots Keep
Underworld
Tempuss Proving Grounds
Taekkyon Temple
Empyrean Hall


Quality of Life changes​

Pretty standard changes you'd expect from a QoL standpoint for modern mir, Tao's can use amulets, poison etc from their bag, warriors can toggle AutoTDB to always use the spell, buffs paused in safezone etc have been implemented along with numerous other minor changes.

Anti Botting System
Random Events will happen to players when they are out hunting, crafting, mining etc etc. These events will present the player with engaging mini games, encounters and rewards whilst hampering attempts from nefarious players to farm gold/items. The events can range from helping pixies clear out an infestation of pests, being quizzed by the mir custodians, being waylaid by bandits and many more!
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Overhauled Crafting System:​

Crafting, Mining, Smithing, Fishing, Herbalism skills have been added and will continue to grow as I have more time to work on them. The skills themselves work on a seperate experience system to the expierence gained from monsters. Your character level, the skill level and the quality of the ingredients used will affect how successful you are will the skill, for example higher levels of herbalism will allow you to harvest more herbs/plants, higher levels of crafting will affect the strength of the potions you create etc. Additionally they will also unlock perks like randomly finding herbs when out hunting/travelling, increased HP/ Defenses because of your hardened body from hours spent mining etc

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Mining, Fishing and Herbalism will involve the gathering of raw materials to be used in the other skills. Crafting and Smithing will mostly cater to Item Creation. Below is an example flow in action, Herbalism is used to gather herbs which are then used in Crafting to create a potion of varying Strength and Duration.

Herbalism
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Crafting

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Feature Roadmap:​

I have numerous features thought out, planned, and ready to implement further down the line, ensuring there will be new content to come.
The next big feature is the skill system and will involve building ontop of the foundation i've setup.
 

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Last edited:

AesirMir

Dedicated Member
Dedicated Member
Jan 2, 2019
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45
Updated the post with spell and skill gifs to have a nosey at! Will update the challenges section in a few days.
 
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nigelfarage

Dedicated Member
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Mar 2, 2017
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looks very cool

the Europe discord link seems to have expired
 
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Muhamad

Dedicated Member
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Nov 13, 2015
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That's interesting always like to see new things added to mir goodluck m8
 
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AesirMir

Dedicated Member
Dedicated Member
Jan 2, 2019
98
2
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I'm happy to announce we're moving to open beta, grab the client from here:
https://www.aesirmir.com/Home/Download
You'll automatically be a GM when in game, theres a pinned message in the general channel in discord with useful commands.
Please report any issues or bugs in the discord.
 
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AesirMir

Dedicated Member
Dedicated Member
Jan 2, 2019
98
2
39
45
After a couple of months of closed and open beta testing I'm happy to annouce the server live date.


Live Date Announcement:
Friday, 2nd of August, 7pm GMT

Grab the client here and pre load the game if you haven't already :)
 

forspinki

Legend
Legendary
Oct 23, 2006
3,431
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Handan, China
Anybody been able to get this running? i have all the things installed but the exe still doesent start, i noticed one of the download said it was made for windows 8 and it said it wasnt compatable with windows 11 so not sure if its supported on windows 11?

EDIT: None of the downloads on their website fixed it but there is some extra struff on the discord and that fixed it.
 
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