The unique characteristics of Legend of Mir 3 are the 3 superbly balanced character classes, Warrior, Sorcerer, and Taoist. Exciting siege warfare, massive AI invasions and raids, easy intuitive interfaces, unique marriage system, its own quest system, fame system and the complex element system.
Full Description:
CHARACTER CLASS: The Player of “Legend of Mir 3” can select a class of Warrior, Taoist, and Sorcerer. Warriors concentrate on melee attacks with their overwhelming physical power, resilience, swordsmanship, and martial arts whereas Sorcerers are the masters of ranged-attacks with diverse and magnificent array of magic spells. Taoists are balanced in between. They have decent melee attack while still having the capability to attack enemies from a distance with tricky skills like deadly “Poisoning”. However the Taoists’ true role lies in helping the others. They have various types of supporting skills for their party such as “Healing”, which makes the class truly versatile. Also, there are a lot of different types of weapons, armors, accessories, and grocery items for each class.
GAME SYSTEM: The game has its own unique element system. There are 7 different types of elements and they are divided into two groups, nature and soul. Ignis (fire & flame), Gelu (cold & ice), Fulmen (thunder & lightning) and Ventus (storm & wind) are the 4 nature elements and Sacer (holy), Ater (dark) and Phasma (phantom) are the 3 soul elements. These elemental bonuses or penalties can be applied to monsters or characters and wise planning and careful tactics are required to get the maximum benefit from this system while you are in combat situation. Also there are features like “in-game messenger service”, “various levels of chatting”, “ marriage system” and others to put more emphasis on community building rather than simple solo play. Another unique system of this can be found in warfare. In other MMORPGs, combat and wars are mainly based on PvP dynamics but Mir 3 has an additional feature that allows humans to confront massive AI-controlled army. Not like taking AI-controlled castle and confronting static and passive AI garrison but active AI army invading and raiding your villages! Quests are taken and challenged by an individual or by a guild. For that there are main quests for the whole story line as well as guild quests and daily quests.
FAME SYSTEM: Will encourage the users to do honorable deeds in the game. Weapon level system is to give extra benefit to the users who use the certain weapon for long period of time. Just like your character gets stronger by raising levels after getting experience, your skills for certain weapon can be improved over time, which may allow some users to have better wooden sword than normal iron sword. In future update, Guild Territory system will be added and guilds may have their own turf, which can be decorated, customized and defended.
QUEST SYSTEM: In Mir 3, there are four types of quests, these are Main Quests, Guild Quests, Daily Quests and RIES (Real-time Interactive Event System) Quests. Main Quests are the quests that follow the story line of the game, while Guild Quests can be only solved by guild actions. Also there are numerous Daily Quests. RIES is the system to manage big real-time historical events. Also, the player can solve quests easier and more comfortably with the help from Mir Quest Book, which will keep quite useful information and logs.
SIEGE SYSTEM: Sabuk Wall and Desert Mud Wall are the two strongholds on the Mir continent. For any guild, taking and keeping their castles will be not only the greatest honor but also the most sacred duty to protect the nearby villages and towns. The guild that owns the wall can collect taxes from the merchants around walls. Besiegers can bring various siege crafts such as catapult and ballista to boost their attack. The traditional struggle between human led army vs. human led army will be enriched by the sudden appearance of AI-controlled armies, which could be aggressive towards both human armies so sometimes a war can involve three parties.
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