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.

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