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Introduction | Main Menu | Getting Started | Saving Your Game | Game Locations | Main Screen | Status Screen | Inventory Screen | Items And Treasure | Spells And Summons | Quests | Creatures | Battle | Tips & Extras | Spoilers | Credits

legends of m'ystifa | game guide

Getting Started
 
Creating A Party | Classes | Attributes | Skills | Abilities
 
Creating A Party
Choosing party members will be the most difficult part of your journey. Which classes you select, as well as starting attributes and skills will have an impact on your progress through the game. You must choose three party members.

There are two screens you have to complete for each party member.

The first, shown below, requires you to enter a unique name, choose a class and portrait. Information regarding the class you've selected (including Natural Resistances, Class Details and Class Benefits) are displayed.

You can exit this screen, and almost any other screen in Legends of M'ystifa, by clicking on the background.

The second screen, shown below, requires you to spend Attribute Points and Skill Points. Each party member will start with three points in each of the seven attributes with three additional points for you to distribute. Each party member will also start with one point in each of the various skills with three additional points for you to distribute.

No attribute can be lowered below three and no skill can be lowered below one.

After you have spent your additional Attribute Points and Skill Points, click OK to move to the next party member. When you've finished creating your third party member, the game will begin.

You can exit this screen, and almost any other screen in Legends of M'ystifa, by clicking on the background.

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Classes
There are a total of 16 different classes in Legends of M'ystifa ranging from pure melee warriors, to mages with wicked spells to a class that can summon creatures to assist in battle. The Hero, Champion and Enchantress classes are not available from the outset but are instead unlocked via in-game accomplishments.

Try to choose classes that work better when combined with other classes. For example, a Druid can cast Vulnerability spells that cause creatures to take extra damage from elemental attacks. Almost a perfect fit for an elemental magic caster like a Warlock to tag along with.

Below you will find some quick breakdowns explaining each classes pros and cons.

Archer

The Archer is an offensive class that wields a Bow. An Archer cannot use a shield and wears Chainmail armor. The Archer class is able to use the Aim ability.

Barbarian

The Barbarian is an offensive class that wields Two Handed weapons. A Barbarian cannot use a shield and wears Platemail armor. The Barbarian class is able to use the Forage ability.

Caller

The Caller is a spell casting class that summons powerful creatures into battle to assist the party. A Caller uses a Whip, can use a shield and wears Chainmail armor. The Caller class is able to use the Summon ability.

Champion (unlockable game reward)

The Champion is a spell casting class focused on offensive damage spells. A Champion uses Large Swords, can use a shield and wears Chainmail armor. The Champion class is able to cast every spell from the Champion school. No other class can learn Champion school spells. Champion school spells skill check against the Warlock Magic skill.

Cleric

The Cleric is a spell casting class focused on healing. A Cleric uses Dagger weapons, cannot use a shield and wears Leather Armor. A Cleric class is able to cast every spell from the Cleric Magic school.

Druid

The Druid is a spell casting class focused on buffs and debuff spells. A Druid uses Blunt weapons, can use a shield and wears Leather armor. A Druid is able to cast every spell from the Druid Magic school.

Enchantress (unlockable game reward)

The Enchantress class is a defensive class capable of imbuing items with stones and precious gems. An Enchantress wields Dagger weapons, can use a shield and wears Platemail armor. The Enchantress class is able to use the Enchant Item ability. Enchant Item skill checks against the characters level. 

Fighter

The Fighter class is an offensive class that wields Large Swords. A Fighter can use a shield and wears Platemail armor. The Fighter class is able to use the Repair Item ability.

Hero (unlockable game reward)

The Hero class is an offensive class capable of wielding any weapon in the game. A Hero can use a shield and wears Platemail armor. The Hero has no special ability.

Monk

The Monk is an offensive class that wields Unarmed weapons. A Monk can use a shield and wears Leather armor. The Monk class is able to use the Kick ability. The Monk is also the only class that receives a higher innate % to damage bonus as it grows in levels.

Ninja

The Ninja is an offensive class that wields Small Swords. A Ninja can use a shield and wears Chainmail armor. The Ninja class is able to use the Throw ability.

Paladin

The Paladin is an offensive class that wields Large Swords. A Paladin can use a shield and wears Platemail armor. The Paladin class is able to cast a few spells from the Cleric Magic school. The Paladin class is able to use the Identify Item ability.

Samurai

The Samurai is an offensive class that wields Small Swords. A Samurai can use a shield and wears Chainmail armor. The Samurai class is able to use the Coin ability.

Shadow Warrior

The Shadow Warrior is an offensive class that wields Large Swords. A Shadow Warrior can use a shield and wears Chainmail armor. The Shadow Warrior class is able to cast a few spells from the Warlock Magic school.

Shaman

The Shaman is a spell casting class focused on debuffs and poison spells. A Shaman uses Dagger weapons, cannot use a shields and wears Chainmail armor. A Shaman is able to cast every spell in the Shaman Magic school.

Warlock

The Warlock is a spell casting class focused on offensive damage spells. A Warlock uses Staves, can use a shield and wears Leather armor. A Warlock can cast every spell in the Warlock Magic school.

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Attributes
Each of the seven different attributes has varying effects on your party members. Every time a party member earns a level of experience they will gain one Attribute Point to spend. If you are lucky, you may even get two!

Strength

Used partially to determine damage in battle.

Vitality

Used to determine a characters maximum health points (HP)

Dexterity

Determines a characters speed, which affects battle attack order. Also provides a slight chance to hit bonus in battle.

Focus

Used to determine a characters maximum mana points (MP) 

Charisma

Used in social checks by non-player characters (NPC's) in the game world who may react differently based upon this score.

Guts

A character with plenty of guts can pull of some amazing things in dire circumstances.

Luck

Used in plenty of game situations - a higher score gives a character multiple minute (but sometimes critical) benefits.

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Skills
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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Abilities
Almost every class in Legends of M'ystifa sports a unique ability that will help a party in different situations. Each specific ability is described in detail below.

Aim

The Aim ability is used in battle by the Archer class to gain a 100% success chance to hit any creature. The downside, however, is that any chance of inflicting a critical hit is reduced to nothing.

Champion Magic

The Champion school of magic focuses on poison, elemental and direct damage spells.

Cleric Magic

The Cleric school of magic focuses on healing and curative spells.

Coin

The Coin ability is used in battle by the Samurai class. At a cost of 10% of the total gold the party is carrying, the Samurai tosses it at all creatures in battle to inflict serious damage.

Druid Magic

The Druid school of magic focuses on powerful buff and debuff spells.

Enchant Item

The Enchant Item ability is used as a trade skill by the Enchantress class. This skill allows a character to improve items in a variety of ways by imbuing them with stones and precious gems.

Forage

The Forage ability is used outside of battle and in the wilderness by the Barbarian class. When used, the party will skillfully forage around it's surrounding, looking for food. An odd item or two may even be discovered - but only rarely. 

Identify Item

The Identify Item ability is used outside of battle by the Paladin class. Magical, rare and unique items cannot be used by a party until they've been successfully identified. Without a Paladin, a party's only option is to pay a Mystic in town to identify it for them. A Paladin can identify items up to and including their level.

Kick

The Kick ability is used in battle by the Monk class. Best if used when there are multiple creatures in battle, the Monk has a good chance of striking each target in one turn.

Repair Item

The Repair item ability is used outside of battle by the Fighter class. As the durability of a used item wears down, any class can attempt to repair it. Whenever an item is repaired, it suffers a loss to it's maximum durability. There are three options. One, is to have the Mystic in town repair an item - which results in a 2% loss. Two, is to have a class other then a Fighter repair an item - which could result in up to an 80% loss if the item was far more powerful then the character repairing it. Three, is to have a Fighter repair an item - which results in a 5% loss regardless of the item they are repairing. 

Shaman Magic

The Shaman school of magic focuses on poison and debuff spells.

Summon Magic

Summon Magic is wielded by the Caller class. Throughout M'ystifa, adventurers will find unique Master creatures (something like a demi-god in M'ystifa) that present a fearsome challenge. Once defeated, each Master will leave behind a heart that can be consumed by a Caller to learn the summon. There are 11 Master creatures at various locations all over M'ystifa.

Throw

The Throw ability is used in battle by the Ninja class. An expensive but devastating option, the Ninja hurls their currently equipped weapon at a creature of choice. The damage can be astounding and is based on the AP of the weapon. Be warned though, a weapon thrown is a weapon lost - be prepared to finish the rest of the battle fighting with the hands.

Warlock

The Warlock school of magic focuses on powerful elemental damage spells.

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