By popular request, Animal Armors are the topic.
There are fourteen different animal armor sets, and many people have trouble figuring out which set to use when it comes to their build (three classes). Those who wish to specialize with a melee-centered should look into the Badger, Bear, and Bison sets. Those wishing for magical help should look into Elephant, Scorpion, and Monkey.
There are however all the sets in-between; Albatross, Crane, Dolphin, Eagle, Fox, Gazelle, Tiger, and Whale. New additions to the Undead Wars expansion, Albatross, Eagle, Gazelle, Tiger, and Whale are simply less powerful versions of the other armors. Crane, for those looking to better their offense and defense. Dolphin, purely for mana and defensive addition. Fox for those looking for a bit more mana, health, and offense/defense.
When to use animal armor:
Animal Armor should be used starting at level 10-15 (Player optional) with Apprentice, from there they should work into Journeyman, Adventurer's, Expert, and Master's. Master's Animal Armor is level 55 being the highest piece. Once the player is past the Master's they should travel to Frostbite, to the Glacial Temple and seek Nadya Soulet on the second floor to begin the Earthbound Armor quest. The Earthbound Armor is a great asset for the range of 60-70 which by 70, the player needs to begin to move to Blightborn. Blightborn can be obtained from the dragons of Desert of Mohrum, Frostbite Islands, Talrim Hills, Mount Zharim, and Jakreth Jungle.
Blightborn can take a player to about level 90, where they can move to Heraldic Brass (Tahtalds in Talrim), Twisted Chasm (Hazeroth Keep), Urok Forged (Uroks in Mount Zharim), Hero's animal armor, or Tillium.
By the level of tri 100 (100/100/100) the player should be gathering the items they saved since level one to get some Tillium enchanted.With Tillium, players have full power to choose what they want on their armor and where they want it (with a few exceptions).
Within that guide, you will have hopefully learned to use Animal Armors. There are a great deal of MANY more armors around, most of which don't compare too much to Animal Armor, at least until the 60-100 area.

Sunday, March 11, 2012
Premium Benefits
When playing Minions of Mirth, there are several benefits to take advantage of. As a Free player, you have the freshest memory of the game, and are a joy for all to be around.
Premium Players, they get the ability to add a third class, or Tertiary, get all classes to level 100 (100/100/100), max out skills, unlocks stronger Monster Templates, and much more. The fee is a small One-Time Fee of $29.95 USD. As a free player, of course you should buy the game, it's great fun and lasts forever.
The recent release of the Undead Wars Expansion allows the Premium users to a whole new three-zoned adventure, featuring unreal monsters, powerful items, and a Epic quest so dangerous, it will have you shaking in your boots! If that's not enough for you, you can try your luck with the infamous, dangerous, deadly (not too bad on the eyes) Chug Thulu!
Premium Players, they get the ability to add a third class, or Tertiary, get all classes to level 100 (100/100/100), max out skills, unlocks stronger Monster Templates, and much more. The fee is a small One-Time Fee of $29.95 USD. As a free player, of course you should buy the game, it's great fun and lasts forever.
The recent release of the Undead Wars Expansion allows the Premium users to a whole new three-zoned adventure, featuring unreal monsters, powerful items, and a Epic quest so dangerous, it will have you shaking in your boots! If that's not enough for you, you can try your luck with the infamous, dangerous, deadly (not too bad on the eyes) Chug Thulu!
Thursday, January 5, 2012
Classes and the Races They Go With
I did list the Fellowship of Light Realm classes only in the previous for those beginning, but I will list the other classes, known as Minion of Darkness classes.
Assassin - The silent killers, Assassins can do incredible damage! Their high offense makes them the best damage dealer in melee in the world. Assassin are a horribly difficult start, but at level 8, it gets easier with their first skill. Assassin is a recommended Support DPS (Damage Per Second) class, or for those wishing for a challenge starting.
DoomKnight - The opposite of what a Paladin stands for, a DoomKnight uses Necromancy and their brute force to dispose of an enemy. DoomKnight comes with skills and spells, all of which are similar to a Necromancer. The only catch, DoomKnights have a lot more health than a Necromancer. DoomKnights are a decent class, that come with the ability to Fear, stun, leech, or poison the enemy. They even get a pet to fight alongside them. DoomKnights are a decent starting class and they belong in the Combatant Guild.
Necromancer - The life-stealer, Necromancers are conjurers of dark magic, specializing in death, and disease. Necromancers summon Undead to do their bidding, unleash disease, leeches, painful fears about the World of Mirth. Necromancers do start with some spells, and are for those who enjoy... Playing with dead things. Necromancers are not a hard class to use, but do not come with too much health. A decent class to start with.
The classes that go with each race is something you will have to take into consideration when playing Minions of Mirth.
Dark Elf - The Minions of Darkness children of the god, Kauldur. Dark Elves can be the following: Assassin, Barbarian, Cleric, Doom Knight, Druid, Necromancer, Revealer, Shaman, Tempest, Thief, Warrior, and Wizard. (MoD Race)
Drakken - The lizards, the Blightborn children. Drakkens only worship their gods of the Blightborn, like themselves. Drakkens can be the following classes: Assassin (MoD Only), Barbarian, Cleric, Doom Knight (MoD Only), Monk (FoL Only), Revealer, Shaman, Tempest, Thief, Warrior, and Wizard. Drakkens can Power Wield (Warrior and Barbarian Only) (FoL and MoD Race)
Dwarf - The forgers of metal, of stone, of anything considered manly, these are it (Even the women have beards..) Dwarves were said, like Titans to be created in their god, Zharim's image. Dwarves can be: Barbarian, Cleric, Paladin, Revealer, Shaman, Tempest, and Warrior. Dwarves can Power Wield (Warrior and Barbarian Only) (FoL Race)
Elf - The children of Sashaan, protectors and lovers of the forests, Elves are innocent and pity their dark and vengeful cousins, the Dark Elves. Elves can be the following Classes: Bard, Cleric, Druid, Monk, Paladin, Ranger, Revealer, Shaman, Tempest, Warrior, and Wizard. (FoL Race)
Gnome - Possibly the most odd creatures of Mirth at all. Little is known where they came from, or what they came from for that matter, but what is known is, Gnomes can be the following: Assassin (MoD Only), Cleric, Monk (FoL Only), Necromancer (MoD Only), Revealer, Tempest, Thief, and Wizard. (FoL and MoD Race)
Goblin - The most cruel and harsh of the races, Goblins will leave one of their own to another faction, for a few coins. Goblins can be a: Assassin, Barbarian, Cleric, Druid, Necromancer, Revealer, Shaman, Tempest, Thief, Warrior, and Wizard. (MoD Race)
Halfling - Let's face it, they're short Humans, they prefer to be called Halflings, so these are the classes they can be: Bard, Cleric, Druid, Monk, Paladin, Ranger, Shaman, Tempest, Thief, Warrior, and Wizard. (FoL Race)
Human - Nothing too special of them, but since in Mirth, there are no Apes of any sort at all, nobody knows how these came to be, but the lust for power and dominance is in their eyes. With their power, Humans can be every class. Assassin (MoD Only), Barbarian, Bard (FoL Only), Cleric, Doom Knight (MoD Only), Druid, Monk (FoL Only), Necromancer (MoD Only), Paladin (FoL Only), Ranger (FoL Only), Revealer, Shaman, Tempest, Thief, Warrior, and Wizard. (FoL and MoD Race)
Ogre - Ogres are a strange bunch, and not the meanest creatures around oddly enough, but Ogres can be: Assassin, Barbarian, Cleric, Doom Knight, Druid, Shaman, Tempest, and Warrior. Ogres can Power Wield (Warrior and Barbarian Only) (MoD Race)
Orc - Perhaps one of the least liked, and most abundant races in the Minions of Darkness, Orcs can be: Assassin, Barbarian, Cleric, Doom Knight, Druid, Necromancer, Revealer, Shaman, Tempest, Thief, Warrior, and Wizard. (MoD Race)
Titan - Carved from stone by their god, Zharim, Titans can be: Cleric, Monk, Paladin, Ranger, Tempest, Warrior, and Wizard. Titans can Power Wield (Warrior Only) (FoL Race)
Troll - The most dense-headed and perhaps one of the undesirable races by all the other factions, Trolls are so simple-minded, they can be: Barbarian, Doom Knight, Shaman, and Warrior. Trolls can Power Wield (Warrior and Barbarian Only) (MoD Race)
These were all the classes, and each race they can be. I posted only the MoD classes in this post because the FoL classes are in the post previous, as well as both share some classes.
In the next post I will discuss Premium Benefits, and why you should get it.
PrairieGames Inc. made Minions of Mirth and has a Premium access fee for a One-Time Fee of $30.00 - After that, the account is yours forever, and is Premium, forever.
Assassin - The silent killers, Assassins can do incredible damage! Their high offense makes them the best damage dealer in melee in the world. Assassin are a horribly difficult start, but at level 8, it gets easier with their first skill. Assassin is a recommended Support DPS (Damage Per Second) class, or for those wishing for a challenge starting.
DoomKnight - The opposite of what a Paladin stands for, a DoomKnight uses Necromancy and their brute force to dispose of an enemy. DoomKnight comes with skills and spells, all of which are similar to a Necromancer. The only catch, DoomKnights have a lot more health than a Necromancer. DoomKnights are a decent class, that come with the ability to Fear, stun, leech, or poison the enemy. They even get a pet to fight alongside them. DoomKnights are a decent starting class and they belong in the Combatant Guild.
Necromancer - The life-stealer, Necromancers are conjurers of dark magic, specializing in death, and disease. Necromancers summon Undead to do their bidding, unleash disease, leeches, painful fears about the World of Mirth. Necromancers do start with some spells, and are for those who enjoy... Playing with dead things. Necromancers are not a hard class to use, but do not come with too much health. A decent class to start with.
The classes that go with each race is something you will have to take into consideration when playing Minions of Mirth.
Dark Elf - The Minions of Darkness children of the god, Kauldur. Dark Elves can be the following: Assassin, Barbarian, Cleric, Doom Knight, Druid, Necromancer, Revealer, Shaman, Tempest, Thief, Warrior, and Wizard. (MoD Race)
Drakken - The lizards, the Blightborn children. Drakkens only worship their gods of the Blightborn, like themselves. Drakkens can be the following classes: Assassin (MoD Only), Barbarian, Cleric, Doom Knight (MoD Only), Monk (FoL Only), Revealer, Shaman, Tempest, Thief, Warrior, and Wizard. Drakkens can Power Wield (Warrior and Barbarian Only) (FoL and MoD Race)
Dwarf - The forgers of metal, of stone, of anything considered manly, these are it (Even the women have beards..) Dwarves were said, like Titans to be created in their god, Zharim's image. Dwarves can be: Barbarian, Cleric, Paladin, Revealer, Shaman, Tempest, and Warrior. Dwarves can Power Wield (Warrior and Barbarian Only) (FoL Race)
Elf - The children of Sashaan, protectors and lovers of the forests, Elves are innocent and pity their dark and vengeful cousins, the Dark Elves. Elves can be the following Classes: Bard, Cleric, Druid, Monk, Paladin, Ranger, Revealer, Shaman, Tempest, Warrior, and Wizard. (FoL Race)
Gnome - Possibly the most odd creatures of Mirth at all. Little is known where they came from, or what they came from for that matter, but what is known is, Gnomes can be the following: Assassin (MoD Only), Cleric, Monk (FoL Only), Necromancer (MoD Only), Revealer, Tempest, Thief, and Wizard. (FoL and MoD Race)
Goblin - The most cruel and harsh of the races, Goblins will leave one of their own to another faction, for a few coins. Goblins can be a: Assassin, Barbarian, Cleric, Druid, Necromancer, Revealer, Shaman, Tempest, Thief, Warrior, and Wizard. (MoD Race)
Halfling - Let's face it, they're short Humans, they prefer to be called Halflings, so these are the classes they can be: Bard, Cleric, Druid, Monk, Paladin, Ranger, Shaman, Tempest, Thief, Warrior, and Wizard. (FoL Race)
Human - Nothing too special of them, but since in Mirth, there are no Apes of any sort at all, nobody knows how these came to be, but the lust for power and dominance is in their eyes. With their power, Humans can be every class. Assassin (MoD Only), Barbarian, Bard (FoL Only), Cleric, Doom Knight (MoD Only), Druid, Monk (FoL Only), Necromancer (MoD Only), Paladin (FoL Only), Ranger (FoL Only), Revealer, Shaman, Tempest, Thief, Warrior, and Wizard. (FoL and MoD Race)
Ogre - Ogres are a strange bunch, and not the meanest creatures around oddly enough, but Ogres can be: Assassin, Barbarian, Cleric, Doom Knight, Druid, Shaman, Tempest, and Warrior. Ogres can Power Wield (Warrior and Barbarian Only) (MoD Race)
Orc - Perhaps one of the least liked, and most abundant races in the Minions of Darkness, Orcs can be: Assassin, Barbarian, Cleric, Doom Knight, Druid, Necromancer, Revealer, Shaman, Tempest, Thief, Warrior, and Wizard. (MoD Race)
Titan - Carved from stone by their god, Zharim, Titans can be: Cleric, Monk, Paladin, Ranger, Tempest, Warrior, and Wizard. Titans can Power Wield (Warrior Only) (FoL Race)
Troll - The most dense-headed and perhaps one of the undesirable races by all the other factions, Trolls are so simple-minded, they can be: Barbarian, Doom Knight, Shaman, and Warrior. Trolls can Power Wield (Warrior and Barbarian Only) (MoD Race)
These were all the classes, and each race they can be. I posted only the MoD classes in this post because the FoL classes are in the post previous, as well as both share some classes.
In the next post I will discuss Premium Benefits, and why you should get it.
PrairieGames Inc. made Minions of Mirth and has a Premium access fee for a One-Time Fee of $30.00 - After that, the account is yours forever, and is Premium, forever.
Wednesday, January 4, 2012
Classes - The Insider View
As what was explained briefly in an earlier post, there are 12 Races, and 16 Classes. Some people will tell you that a Warrior, Barbarian, or any Combatant Guild class is a great starter. This is true, but there are some others to have a look at to start with, and I will let you know what you should and shouldn't start out with.
Barbarian - Fighters of the offensive Barbarians use their brute strength to bring down an enemy with ease. Given powerful rings and weapons the Barbarian can easily do massive damage with the right classes added.
Bard - Bards are musicians, they use their singing skill to sing songs (cast spells) and increase their, or an alliance member's power. Bard are a good starter because they come with the spell, The Skillful Warrior which allows for Combat regeneration. With that spell, the Bard will heal during the fight over time. Bards get more powerful as time progresses and can make themselves even more powerful.
Cleric - The greatest healers of Mirth, Clerics are designed with the ability to wear heavy armor, which for those of the Priest Guild is a amazing feat. Clerics are most effective against Undead and are a terrific class to add with a few other classes to allow for a more independent play. However, if you do choose this as a starter, it in not exactly the easiest to begin with, as the mana starting is not as high as it could be to cast against an Undead and heal. Starting against an Undead is recommended.
Druid - Masters of the Shape Shifting, Druids offer the ability to teleport to almost every zone (area, or territory). Since they can shape-shift into various creatures ( Rats, Wolves, Werecats, Bears, Mammoths, even Treants!) they are granted more power by their forms and can allow their alliance members the same power for a short time. Druids are a very difficult start character, but do come with a Bear helper and a spell or two. This build is recommended as more of a add-on class. Do not be discouraged, it is a terrific class, but meleeing with it is hard to do, as well as casting.
Monk - The perhaps most religious and deadly at the same time of all classes. Monks have the highest amount of Defense by the end of the game. They specialize in fists and even get some brass knuckles at the level of 95. Monks get Dual Wield at level 1 and have little trouble leveling up. This class is a very good starter, and makes a Melee Character of anything it's added to.
Paladin - The crusaders of Mirth, Paladins fight with their religion in mind and fight for the light. Paladins get skills to help them, or alliance members, or hinder the enemy. Paladins are also equipped with several spells and buffs (spells that help the player(s) with various statistics). Paladins are a great class to start with and are very helpful in the game.
Ranger - Masters of the bow, Rangers can get their Swimming up to the skill level of 500, which is a very fast speed for swimming, tracking to 1000 which allows them to see anything in the area of 2000 Meters. Rangers have access to several buffs and a few heals to help them every now and then, but mostly with petty injuries. Ranger is another great class to start with, as they can use a bow at level 1, whereas all other classes have to wait until level 10.
Revealer - The most insane and misunderstood of Mirth, Revealers can twist the fabric of reality to their bidding. They are allowed to move through the Blight and teleport, grant alliance members more Melee haste (attack speed), prevent enemies from hitting a friend, or prevent the enemy from moving at all. Revealers can take over the minds of various races to make it their pets. Revealers start with an AoE (Area of Effect) spell (A spell that hits several targets in the area) and can easily gain levels, by level two they have a Mana Regeneration spell, so they can cast forever, or at least 30 minutes without mana going out making leveling even easier. Revealers are wonderful starters, but the players using this class are usually those who learned to "Kite" or run in circles, keeping the enemy from hitting them to death. Since a Revealer is of the Mage Guild, their health is not that high compared to one of the Combatant Guild.
Shaman - A strange class all their own, Shamans can buff an alliance member, destroy an enemies immune system, or have their superior pet kill the enemy by ripping them to shreds. Shamans are a tough starter and are not recommended to begin a character with. They start off with no pet, and have to melee to level 7 for a pet. Shamans are a terrific class, but not as a starter.
Tempest - Masters of the elements, Tempest can control the elements to grant them a pet of the Air, Earth, Water, or Fire element. All require a stone to summon, but these pets can pack a punch. Tempest can soar through the air with their Wind Walking, break an enemy's resistances to magic, or melee to nothing, or increase their alliance's resistance to various elements. Tempests get a pet at level 1 to help them along with fighting, they also get a few spells to start with. Tempest is a fairly good class to start with, and some people like it so much, they Single-Class it to level 100.
Thief - The money-hungry men and women, Thieves are the class that was least loved for the longest time. Once the Undead Wars expansion occured, Thieves became a class equal to many starters that are great. Thief can pickpocket the enemy, Assess what they have of value, or fake their death to get rid of unwanted attention. Thief is a fairly good starter, but is for those wanting a big challenge to work with.
Warrior - The big muscled hero, Warriors are the class with the most health in the game. Natural fighters, warriors have the second highest defense and, if made with decent classes, can be a terrific build. Warrior is highly recommended for a starting player.
Wizard - The all powerful beings, Wizard can cast spells to completely obliterate the enemy, transform into a dragon (Level 75) and enchant. Wizards are equipped with spells and mana, however, as another class from the Mage Guild, they do not have a lot of health. So for those looking for a real damaging class, Wizard is here, if you're for the challenge. This class is decent for a starter, but not too easy.
I did only list Fellowship of Light realm classes here, but there are more within Minions of Darkness. I will add those with the Races, and what Races can be what class in the next post.
Premium is a One-Time Fee of $30.00 and is available to the person forever in Multiplayer, or Singleplayer. PrairieGames Inc. made Minions of Mirth and it is an Indie (Independent) game.
Barbarian - Fighters of the offensive Barbarians use their brute strength to bring down an enemy with ease. Given powerful rings and weapons the Barbarian can easily do massive damage with the right classes added.
Bard - Bards are musicians, they use their singing skill to sing songs (cast spells) and increase their, or an alliance member's power. Bard are a good starter because they come with the spell, The Skillful Warrior which allows for Combat regeneration. With that spell, the Bard will heal during the fight over time. Bards get more powerful as time progresses and can make themselves even more powerful.
Cleric - The greatest healers of Mirth, Clerics are designed with the ability to wear heavy armor, which for those of the Priest Guild is a amazing feat. Clerics are most effective against Undead and are a terrific class to add with a few other classes to allow for a more independent play. However, if you do choose this as a starter, it in not exactly the easiest to begin with, as the mana starting is not as high as it could be to cast against an Undead and heal. Starting against an Undead is recommended.
Druid - Masters of the Shape Shifting, Druids offer the ability to teleport to almost every zone (area, or territory). Since they can shape-shift into various creatures ( Rats, Wolves, Werecats, Bears, Mammoths, even Treants!) they are granted more power by their forms and can allow their alliance members the same power for a short time. Druids are a very difficult start character, but do come with a Bear helper and a spell or two. This build is recommended as more of a add-on class. Do not be discouraged, it is a terrific class, but meleeing with it is hard to do, as well as casting.
Monk - The perhaps most religious and deadly at the same time of all classes. Monks have the highest amount of Defense by the end of the game. They specialize in fists and even get some brass knuckles at the level of 95. Monks get Dual Wield at level 1 and have little trouble leveling up. This class is a very good starter, and makes a Melee Character of anything it's added to.
Paladin - The crusaders of Mirth, Paladins fight with their religion in mind and fight for the light. Paladins get skills to help them, or alliance members, or hinder the enemy. Paladins are also equipped with several spells and buffs (spells that help the player(s) with various statistics). Paladins are a great class to start with and are very helpful in the game.
Ranger - Masters of the bow, Rangers can get their Swimming up to the skill level of 500, which is a very fast speed for swimming, tracking to 1000 which allows them to see anything in the area of 2000 Meters. Rangers have access to several buffs and a few heals to help them every now and then, but mostly with petty injuries. Ranger is another great class to start with, as they can use a bow at level 1, whereas all other classes have to wait until level 10.
Revealer - The most insane and misunderstood of Mirth, Revealers can twist the fabric of reality to their bidding. They are allowed to move through the Blight and teleport, grant alliance members more Melee haste (attack speed), prevent enemies from hitting a friend, or prevent the enemy from moving at all. Revealers can take over the minds of various races to make it their pets. Revealers start with an AoE (Area of Effect) spell (A spell that hits several targets in the area) and can easily gain levels, by level two they have a Mana Regeneration spell, so they can cast forever, or at least 30 minutes without mana going out making leveling even easier. Revealers are wonderful starters, but the players using this class are usually those who learned to "Kite" or run in circles, keeping the enemy from hitting them to death. Since a Revealer is of the Mage Guild, their health is not that high compared to one of the Combatant Guild.
Shaman - A strange class all their own, Shamans can buff an alliance member, destroy an enemies immune system, or have their superior pet kill the enemy by ripping them to shreds. Shamans are a tough starter and are not recommended to begin a character with. They start off with no pet, and have to melee to level 7 for a pet. Shamans are a terrific class, but not as a starter.
Tempest - Masters of the elements, Tempest can control the elements to grant them a pet of the Air, Earth, Water, or Fire element. All require a stone to summon, but these pets can pack a punch. Tempest can soar through the air with their Wind Walking, break an enemy's resistances to magic, or melee to nothing, or increase their alliance's resistance to various elements. Tempests get a pet at level 1 to help them along with fighting, they also get a few spells to start with. Tempest is a fairly good class to start with, and some people like it so much, they Single-Class it to level 100.
Thief - The money-hungry men and women, Thieves are the class that was least loved for the longest time. Once the Undead Wars expansion occured, Thieves became a class equal to many starters that are great. Thief can pickpocket the enemy, Assess what they have of value, or fake their death to get rid of unwanted attention. Thief is a fairly good starter, but is for those wanting a big challenge to work with.
Warrior - The big muscled hero, Warriors are the class with the most health in the game. Natural fighters, warriors have the second highest defense and, if made with decent classes, can be a terrific build. Warrior is highly recommended for a starting player.
Wizard - The all powerful beings, Wizard can cast spells to completely obliterate the enemy, transform into a dragon (Level 75) and enchant. Wizards are equipped with spells and mana, however, as another class from the Mage Guild, they do not have a lot of health. So for those looking for a real damaging class, Wizard is here, if you're for the challenge. This class is decent for a starter, but not too easy.
I did only list Fellowship of Light realm classes here, but there are more within Minions of Darkness. I will add those with the Races, and what Races can be what class in the next post.
Premium is a One-Time Fee of $30.00 and is available to the person forever in Multiplayer, or Singleplayer. PrairieGames Inc. made Minions of Mirth and it is an Indie (Independent) game.
Sunday, January 1, 2012
The Resources Available to You
For Minions of Mirth, there is so much information to know, it can be hard to juggle! Don't worry though, because there is a lot of places that define how to do things, where to find things, and when to do it. First we will talk about the Forums. The Forums are located at: Minions of Mirth Forums Within these forums is essentially the entire game knowledge base and player started information. You can also use the Forums to look for a guild, start a Role-playing post, or ask questions.
The next resource is Cronus' Website, minion-tools.com Cronus has generously created a website to give information to those wishing to have better equipment, where to find tomes (We'll get into that later) and several other things, like crafting! This website is great for new players, and existing players who are simply searching for things to help them.
As always, the /h (Help) channel in the game is always available for use and is recommended before making a forum post. There are those who do play offline because their Internet connection for the game is not as reliable as they want it to be.
There are many other places to visit, so I will list them below for your use:
Maps of Mirth
minion-tools.com
Minions Of Mirth Store
Civilair's Training Guide
Minions Of Mirth Forums
These are the few that I believe all players can get the information they need. If you get to the point where you want a fast reply to a question, The /h (Help) Channel, is ALWAYS available.
Minions of Mirth is an Independent game, created by PrairieGames Inc. There is a Fee for the Membership, it is a One-Time Fee of $30.00 and the account is yours forever. Sign up to play today at: www.MinionsOfMirth.com (Free To Play to level 15(Primary) / 5 (Secondary)
The next resource is Cronus' Website, minion-tools.com Cronus has generously created a website to give information to those wishing to have better equipment, where to find tomes (We'll get into that later) and several other things, like crafting! This website is great for new players, and existing players who are simply searching for things to help them.
As always, the /h (Help) channel in the game is always available for use and is recommended before making a forum post. There are those who do play offline because their Internet connection for the game is not as reliable as they want it to be.
There are many other places to visit, so I will list them below for your use:
Maps of Mirth
minion-tools.com
Minions Of Mirth Store
Civilair's Training Guide
Minions Of Mirth Forums
These are the few that I believe all players can get the information they need. If you get to the point where you want a fast reply to a question, The /h (Help) Channel, is ALWAYS available.
Minions of Mirth is an Independent game, created by PrairieGames Inc. There is a Fee for the Membership, it is a One-Time Fee of $30.00 and the account is yours forever. Sign up to play today at: www.MinionsOfMirth.com (Free To Play to level 15(Primary) / 5 (Secondary)
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