| Legends of M'ystifa sports a wide
array of skills that are used in a variety of circumstances. Some
skills are passive and are checked frequently, others only invoked
when a character performs a certain action. Each of the skills is
divided into four types - Combat Skills, Magic Skills, Passive Skills
and Trade Skills. A detailed explanation of each is included below.
Small Swords (Combat Skills)
Short Sword, Falchion, Sabre and
Katana. Used best by a Ninja or Samurai.
Large Swords (Combat Skills)
Long Sword, Scimitar, Broadsword, War
Sword, Bastard Sword. Used best by a Fighter, Paladin or Shadow
Warrior.
Two Handed (Combat Skills)
Halberd, Lance, Spear, Large Axe,
Battle Axe. Only usable by a Barbarian.
Unarmed (Combat Skills)
Knuckles, Nekode, Katar, Cestus. Used
best by a Monk.
Archery (Combat Skills)
Shortbow, Longbow, Great Bow, Battle
Bow. Only usable by an Archer.
Whips (Combat Skills)
Leather Whip, Chain Whip, Royal
Leather Whip. Used best by a Caller.
Staves (Combat Skills)
Nabut, Jitte, Quarterstaff, Battle
Staff. Used best by a Warlock.
Dagger (Combat Skills)
Knife, Blade, Dagger, Dirk. Used best
by a Cleric or Shaman.
Blunt (Combat Skills)
Club, Mace, Hammer, Cudgel. Used best
by a Druid.
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Cleric Magic (Magic Skills)
A higher score in this skill allows a
Cleric or Paladin to cast spells better. For example, a spell with a
difficulty of 40 will likely be fizzled (failed) by a Cleric with 20
Cleric Magic.
Druid Magic (Magic Skills)
A higher score in this skill allows a
Druid to cast spells better. For example, a spell with a difficulty of
40 will likely be fizzled (failed) by a Druid with 20 Druid Magic.
Shaman Magic (Magic Skills)
A higher score in this skill allows a
Shaman to cast spells better. For example, a spell with a difficulty
of 40 will likely be fizzled (failed) by a Shaman with 20 Shaman
Magic.
Warlock Magic (Magic Skills)
A higher score in this skill allows a
Warlock or Shadow Warrior to cast spells better. For example, a spell
with a difficulty of 40 will likely be fizzled (failed) by a Warlock
with 20 Warlock Magic.
| note
- The Champion class skill checks to
the Warlock Magic skill.
- The Caller class skill checks
against their character level.
Mana Conversion (Magic Skills)
This skill helps every magic caster
by reducing the amount of mana any spell costs. If a character casts a
spell that is beyond their skill level, the spell will likely invoke
it's full mana cost. If the character casts a spell that is way below
their ability, the spell will likely invoke a partial mana cost.
For example, let's assume the 'Cure'
spell is cast, with a listed mana cost of 40. A high level Cleric with
a high Mana Conversion skill may cast this spell for as little as 5
mana.
The Mana Conversion skill becomes
more consistent and effective with each skill point invested in it.
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Swimming (Passive Skills)
Some treasure chests are found across
streams, in pools or in other situations that require this skill. If a
characters skill is not high enough, they will be unable to reach the
treasure chest.
Climbing (Passive Skills)
Some treasure chests are found atop
cliffs or on top of huge boulders. If a characters skill is not high
enough, they will be unable to reach the treasure chest.
Jumping (Passive Skills)
Some treasure chests are found across
chasms or on high ledges. If a characters skill is not high enough,
they will be unable to reach the treasure chest.
Running (Passive Skills)
When a battle goes sour, a party can
attempt to flee. A higher skill gives a party a better chance of
success.
Merchant (Passive Skills)
A high skill will net a party better
prices in any shop and allow a party to net better profit when selling
items that are not needed.
Disarm Trap (Passive Skills)
Some treasure chests are protected by
intricate trap mechanisms. A character with a high skill will have a
better chance of disarming a trapped chest, saving the party from it's
damaging effects.
Lockpicking (Passive Skills)
Some treasure chests are protected by
intricate lock mechanisms. A character with a high skill will have a
better chance of picking the chest. This skill cannot be used if the
party does not have any Lockpicks.
Reading (Passive Skills)
Some signage in many dungeon
locations offer tips and advice. A higher skill gives a character a
better chance of comprehending the text.
Perception (Passive Skills)
Secret areas are not always a secret.
A character with a high skill will be able to detect locations another
character may miss.
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Alchemy (Trade Skills)
Recipes that require liquid
components often have an Alchemy skill check. Failing a skill check
often results in the loss of the ingredients.
Jewel Crafting (Trade Skills)
Minerals and precious stones can be
carved and fitted to create valuable rings and necklaces. This trade
skill requires that the party has access to a Scalpel.
Cooking (Trade Skills)
Recipes that require solid components
or require baking of goods often have a Cooking check. Failing a skill
check often results in the loss of the ingredients. This trade skill
requires that the party has access to a Cooking Pot.
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