Aesir Mir

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Mu online season 21 - grand opening

AesirMir

Dedicated Member
Dedicated Member
Jan 2, 2019
98
2
39
45

Server Info:
  • Exp: Low Rate
  • Gold: Med Rate
  • Items: Low Rate (standard Euro content up to level 40, stats ramp up significantly after that)
  • Release Status / Date: Closed Alpha - Late 2026/ Early 2027
  • Grab the client and jump in game here: TBA

  • Website: TBA
  • Socials: https://www.facebook.com/AesirMir

  • Discord:
    Europe - https://discord.gg/m6r5n77gAJ (Keep an eye on the changelog channel for ongoing changes and updates)
    Oceania - https://discord.gg/Egb5g8xr9B (Placeholder, if there's enough interest I'll launch one in this region)
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:
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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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Living Event System​

Weekly Event Cycle - A Living, Breathing World
Experience a world that never stays the same. Every week brings a new global event that fundamentally changes how you play, fight, and survive. With 20+ unique weekly events rotating in randomized cycles, no two months feel alike.
Dynamic Progression: The event you face in Week 5 might be completely different in Week 6 next year—the system shuffles event order each cycle.
Strategic Adaptation: Some weeks reward aggression with Blood Moon's +10% PvP damage and increased loot drops. Others demand patience during Scarcity, where gold drops plummet but crafting materials double. Plan your guild's strategy around the calendar or be left behind.

Some of The Events:
🪙 Gold Rush - +30% gold drops
📈 Ascension Trial - Deathless week = permanent stat boost
🌙 Blood Moon - PvP damage boosted, death penalties increased
✨ Arcane Surge - Mana costs reduced, magic damage amplified
🐺 Beast Uprising - Monsters gain increased HP, Better better drops, more bosses
💀 Scarcity - Economic pressure: reduced gold drops, expensive repairs, doubled crafting materials
🏺 Artifact Awakening - 2x artifact drop rates
⚔️ War Drums - Guild warfare bonuses, doubled territory rewards
👻 Summoner's Curse - Near-death monsters summon reinforcements
👥 Double Trouble - Monsters spawn in linked pairs
💪 Survival Instinct - Staying alive grants scaling power
👤 Doppelganger Invasion - Monsters disguised as players
..... and many more!
No Downtime. No Stagnation. The world evolves every 7 days—adapt or fall behind.
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System Features:
🔀 Randomized event order each cycle keeps gameplay fresh
🌍 Server-wide modifiers affect all players simultaneously
📊 Events broadcast on login and transition with detailed timers
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Server Daily Goals - United We Conquer
Every 24 hours, a new server-wide challenge unites the community against a common threat. It's not your goal—it's everyone's goal, and everyone shares the victory.
How It Works: The server selects a random monster type (Zuma, Skeleton, Wolf, etc.) and sets a kill number target. You have 24 hours to complete it—together.
Shared Progress: Every player's kills contribute to the same counter. Solo farmers, dungeon groups, PvP champions between fights—everyone pushes the same number.
Milestone Announcements: Server-wide broadcasts at 25%, 50%, and 75% completion keep everyone motivated. You'll know exactly how close victory is.
Universal Rewards: When the goal is complete, ALL online players receive gold, experience and other rewards.
Rotating Targets: The system randomly selects from 15+ monster families, ensuring variety. One day it's Zombies, the next it's Spiders, then Tigers. You never know what's coming.

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System Features:
🎯 Random monster type selection from 15+ families
🔢 Dynamic kill targets
⏱️ 24-hour reset cycle
💰 Random gold rewards
✨ Random EXP rewards
📬 Mail-delivered bonus items
📊 Real-time progress tracking with milestone broadcasts
🔄 Automatic daily refresh with new targets

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.

🌀 ENDLESS DUNGEONS - Infinitely Replayable PvE Endgame 🌀
No Two Runs Are Ever the Same!
🎯 What Makes It Endless?
A dynamic dungeon system that generates unique challenges every single run through:
🎲 50+ Random Modifiers that change gameplay mechanics
📈 Infinite Floor Scaling - The deeper you go, the greater the rewards
🗺️ 10 Unique Dungeon Themes - Zombies, Bugs, Wooma, Zuma, Cats, Frozen Wastes, Ogres, Valhalla, PSC, ManElectric
⚖️ 6 Difficulty Tiers - Easy → Normal → Hard → Extreme → Mayhem → Endless
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🎮 How It Works
Choose Your Challenge:
1. Select Dungeon Theme (Zombies, Zuma, Frozen, etc.)
2. Pick Difficulty (dictates the spawn modifiers)
3. Enter with your party or go solo
Survive the Gauntlet:
💀 Boss Fight at the end of each floor to advance to the next floor
Random Modifiers Create Unique Runs:
🔥 Enemy Modifiers - Volatile (explode on death), Vampiric (heal on hit), Berserk (enrage at low HP), Split (spawn copies)
🌍 Environment Modifiers - Darkness (reduced vision), Wildfire (spreading flames), Entomb (collapsing walls), Gravity Well (pulls players)
🧙 Magic Modifiers - Mana Burn (spells cost more), Magic Flux (random spells disabled), Spell Echo (spells cast twice)
💀 Chaos Modifiers - Quantum Flux (random teleports), Mirror Match (Aggressive Hero clones spawn!), Pandemonium (modifiers rotate every 60s)
etc etc
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🏆 Reward System
Floor-Based Scaling:
✨ Gold - Base 3,750 → scales exponentially per floor
✨ Experience - as the modifiers pile on, the experience increases

MIR EMPEROR - Epic PvPvE World Event
The Ultimate Test of Strength, Strategy & Guild Supremacy!
📅 Event Schedule
• Daily at 8:00 PM GMT in the legendary Mir Palace
• 30-Minute Battle Royale - Every second counts!
⚔️ How It Works
The Challenge:
• The mighty Mir Emperor manifests at the heart of Mir Palace
• Players teleport to the edges of the battlefield
• Work together... or turn on each other for ultimate glory
Dual Competition:
🎯 Individual Rankings - Top 5 damage dealers claim incredible rewards
🛡️ Guild Rankings - Top 3 guilds prove their dominance
Death Penalties:
• Falling behind in the rankings? take out the competition, players lose 10% personal damage & 5% guild contribution on death
Gold Prizes (Scales with Participation!):
• Base amount of gold
• Bonus gold for every per qualifying player
• Top 5 players recieve an increase in gold
Experience Rewards:
• 1st Place: X% of your current level
• 2nd Place: X% of current level
• 3rd Place:X% of current level
• 4th-5th Place: X% of current level
• All Qualifiers: Minimum X% of current level
Exclusive Items:
🔥 Emperor's Stone (Rank 1-6) and more
Guild Rewards:
🏅 Rank #1: X gold to guild treasury
🥈 Rank #2: X gold to guild treasury
🥉 Rank #3: X gold to guild treasury
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The Hunt Master's Legion - Unrelenting Pursuit
Enter a battlefield where countless Hunters materialize across the map, each one an extension of their master's will. The Hunt Master doesn't just command—he orchestrates a relentless chase where escape is an illusion.
The Mechanic: These aren't mindless minions. Every Hunter uses intelligent pathfinding to navigate obstacles, pursue through complex terrain, and corner their prey. They don't just chase—they hunt.
The Strategy: The Hunt Master shares his target with the entire pack. Once you're marked, countless pairs of eyes lock onto you simultaneously. Kill the master or manage the horde—there's no middle ground.
The Pressure: Unlike traditional boss encounters, this fight sprawns across the entire map. Hunters emerge from delayed summon portals, creating waves of coordinated assault. You're not fighting in an arena—you're surviving a manhunt.
Adapt or Fall. Can your party survive when the entire map becomes a hunting ground?
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Gameplay Features:
🗺️ Map-wide encounter with strategic positioning requirements
🧠 Intelligent pathfinding AI that navigates complex terrain
🎯 Shared targeting system—entire swarm focuses one victim
👥 Requires constant movement and tactical splitting
🔄 Persistent targeting—Hunters never forget their prey
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The Depths:
The Sight Seeker Swarm - A Living Battlefield
Face an unprecedented challenge where countless relentless Sight Seekers flood the map, each one a piece of their boss's power. This isn't just another boss fight—it's a race against overwhelming numbers.
The Twist: Every Sight Seeker you kill weakens the boss, reducing its health, armor, and damage. But they hit hard—dealing huge damage per strike—making survival a test of skill and strategy.
The Catch: Kill them too fast, and the boss becomes agile and vulnerable. Leave them alive, and face an unstoppable juggernaut with scaling power. When the boss drops to low health, all remaining Sight Seekers lock onto their target with permanent aggression—no escape, no mercy.
The Counter: These creatures hunt by sight—Blindness effects render you invisible to the swarm. Master crowd control and debuffs to turn their greatest strength into their fatal weakness. Will you fight head-on or disappear into the shadows?
Coordinate. Adapt. Survive. Will your party control the swarm, or be consumed by it?


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🏰 ONSLAUGHT - Tower Defense Meets Survival 🏰
How Long Can You Defend Against The Undead Horde?
A wave-based tower defense survival mode where you protect a mystical statue from endless waves of invading undead monsters. Play solo or form a team to compete for the highest wave survived on the weekly leaderboards!
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⚔️ How It Works
1. Enter Onslaught Arena
• Solo or bring your group
• Each team gets a unique instanced map
• Statue spawns at center - your objective to protect
2. Fight Off Waves
🧟 Waves scale infinitely - Each wave gets harder
💀 Monsters path to your statue using advanced pathfinding!
⚡ No downtime - Use @nextwave to summon the next horde when ready
3. Recruit Defenders
💰 Earn Credits by killing invaders (+200 per kill)
🛡️ Hire NPC Defenders with @recruit TYPE:
• Melee Guards - Frontline tanks
• Wizard Towers - Ranged DPS casters
• Healer Priests - Support your defenders
🎯 Place strategically - Defenders spawn where you face

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📊 Scaling System
Monster Strength scales with the current wave, see how long you can hold out!
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🏆 Competitive Leaderboards
Weekly Rankings:
🥇 Highest Wave Reached - Top teams displayed globally
📅 Resets Every Sunday 9 PM - Fresh competition weekly
🎁 Top Teams Rewarded - Exclusive prizes for leaderboard champions
📊 Check Stats Anytime:
• @coc - Your current run status
• @ol - View global leaderboard
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💰 Economy & Strategy
Credit System:
• Start with 50,000 credits
• Earn 200 credits per kill
• Spend credits to recruit defenders
• Balance aggression vs defense!
Strategic Depth:
🧠 Placement Matters - Block chokepoints with tanks
🔥 Wizard Focus Fire - Position casters for maximum AOE coverage
⚕️ Healer Positioning - Keep support units safe
📍 Statue Protection - Create defensive perimeter
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🌟 Unique Features
✅ A Pathfinding AI* - Monsters intelligently navigate around obstacles to reach your statue
✅ Infinite Scaling - No wave cap, push as far as you can!
✅ Solo or Group - Designed for both playstyles
✅ Resource Management - Earn and spend credits wisely
✅ Instance Per Team - Your own private battlefield
✅ Dynamic Difficulty - Scales to average team level
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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 - Battle Royale Deathmatch ⚔️
Many Players Enter. 1 Team Survives. Strip Away Everything and Fight for Glory.
A hardcore Battle Royale where you're stripped of all gear, levels, and advantages. Start at Level 1 with nothing and scavenge your way to victory. Last team standing claims the crown!
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🏆 How It Works
1. The Wipe
🔄 Everything Reset - Level 1, no gear, no skills
🎒 Inventory Backed Up - Don't worry, you get it all back after!
👥 Random Team Assignment - 5 teams of up to 20 players each
📍 Edge Spawn - All teams start at map edges, far from center
2. The Scavenge
📦 Loot Everything - Weapons, armor, potions and quick level up tokens spawn across the map
⚡ Power Spikes - Find skill books to unlock your abilities
🗺️ Limited Time - 1 Hour to eliminate all other teams
3. The Showdown
⚔️ Team vs Team - Coordinate or get wiped
🎯 Last Team Standing Wins - No respawns, no second chances
🏅 Winners Rewarded - Exclusive prizes for the victors
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📊 Battle Royale Mechanics
Map Features:
🗺️ The Gauntlet Arena - Large open battlefield
🏰 Strategic Points - High-value loot in dangerous areas
⚠️ The FireStorm - walls of fire slowly encroch from the outside of the map forcing players to the center for the final showdown
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🎯 Win Conditions
Victory Requirements:
✅ Eliminate All Enemy Teams - Last team with survivors wins
⏱️ Survive the Full Hour - If time expires, team with most players wins
Defeat Conditions:
❌ Entire Team Wiped - Game over for your squad
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💰 Rewards
For Winners:
💎 Massive EXP Bonus - Applied to your real character
🎁 Rare Loot Boxes - Unique gear you can't get elsewhere
📢 Server-Wide Announcement - Your team's victory broadcasted
For Participants:
🎖️ Participation Rewards - Small consolation prizes
📊 Stats Tracking - Kills, survival time, damage dealt

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📝 Event Schedule
When It Happens:
📅 Tuesday, Thursday, Saturday at 7:30 PM UTC
⏰ Signup Window - 30 minutes before start time
🔔 Auto-Teleport - You'll be recalled when event begins
⚠️ Must Stay Online - Logout = forfeit your spot
How to Join:
💬 Talk to the Teleporter NPC
🎫 Select "The Gauntlet" option
✅ Confirm Participation - You're locked in!
📢 System will notify you when it's time
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🌟 Unique Features
✅ True Level Playing Field - Everyone starts equal
✅ Fast-Paced Action - 1 hour time limit keeps pressure high
✅ Team Coordination - Communication is key
✅ Scavenging Meta - Loot management matters
✅ No Pay-to-Win - Gear doesn't carry over
✅ High Stakes - One life, make it count

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.
All of these are aimed at 45+, all the original euro style content is in place.

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
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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 (Permanent buffs) as you level that skill that will improve your skills and other areas of the game. Currently:
  • Crafting: 14
  • Mining: 20
  • Smithing: 13
  • Herbalism: 16
  • Fishing: 20

Total = 83 perks have been added

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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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IceSlice

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looks good, be nice to give this a try when its out.

With regards to the sub classes, how do you feel you can balance them? just because usually i found there always seems to be a META sub class?
 
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Hercules

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Can tell you have put a lot of thought into this, so many ideas, can also tell you really enjoy making it 👍 looks good
 

AesirMir

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Jan 2, 2019
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looks good, be nice to give this a try when its out.

With regards to the sub classes, how do you feel you can balance them? just because usually i found there always seems to be a META sub class?
You can think of the subclasses as flavours of the original classes, so it has the core balance there. I agree there does seem to be a meta one across the them but ironically its always been the one I thought least likely i.e. magus picks became very common when i thought cryomancer was probably the strongest wiz class.

I can only test so much myself and frankly the beta last time had a very poor turn out of players to test balance but i'm hoping this time around will be different as i plan to run a longer one and obviously on the live server there will be ongoing tweaks to buff underplayed/powered subclasses
 

Ryium

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Jan 19, 2015
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Looks good. I like events that change/subclasses/chase items a lot. However, I do have some criticism. Generally, when I see so many features I think a server is overengineered for no reason.

Challenges sound like instances that will take away players from the world.

TowerDefence seems like a gimmick but i'll admit looks impressive.

LMS is ok but world group fights have always been better imo.

Antibotting system is just bloat and will annoy actual players, and players usually do a lot of the tracking on discord servers.

I feel like the professions that people keep adding to servers are just temu WoW implementations that don't really do anything and generally get ignored.
 
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AesirMir

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Looks good. I like events that change/subclasses/chase items a lot. However, I do have some criticism. Generally, when I see so many features I think a server is overengineered for no reason.

Challenges sound like instances that will take away players from the world.

TowerDefence seems like a gimmick but i'll admit looks impressive.

LMS is ok but world group fights have always been better imo.

Antibotting system is just bloat and will annoy actual players, and players usually do a lot of the tracking on discord servers.

I feel like the professions that people keep adding to servers are just temu WoW implementations that don't really do anything and generally get ignored.
All fair assertions, I've even had some myself.

LMS and the gauntlet are optional events that happen a few times a week, they arent the core gameplay.

The tower defence and other challenges are definitely gimmicks but meant to be fun gimmicks, imo abit of variety goes a long way, we've been playing mir a long time and mixing it up is good.

There will be discussions on the anti botting system, there are small rewards for completing the minigames (think runescape if your familiar with their anti bot system) all of the systems are implemented in a way they can individually be simply turned off, hell the last time I didnt even enable the anti bot system as I felt it wasnt needed.

Profressions while optional will be useful regular gameplay, levels in the different professions grant different permanent buffs so your leaving stats on the table if you dont get involved with them. Additionally if you plan on crafting your way up the levelled item sets (which is possible, you can go from the level 48 set to the 99 set entirely through crafting), the items have a crafting level requirement.

In regards to instanced stuff, this is real one I have a problem with. The best thing about mir and why its survived so long is the pvp, hopefully the PvPvE features will help force people together, I dont want players just sitting in instanced dungeons by themselves all day not interacting with ayone else.
 
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nigelfarage

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Mar 2, 2017
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I remember playing this server a while ago, it had a lot of really cool ideas. It's going to be cool to play it again.
 
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nup72

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Feb 28, 2004
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prob give this a whack when its out. I remember a server at least similar to this name a few year back, that had its own complete classs system similar to diablo and this has the same tones.
 
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AesirMir

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Jan 2, 2019
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prob give this a whack when its out. I remember a server at least similar to this name a few year back, that had its own complete classs system similar to diablo and this has the same tones.
This probably the same server, it's on V3 now :)