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News | FAQ


Frequently Asked Questions

legends of m'ystifa 2 | faq

 

* Last updated August 23, 2008 *

Welcome to the Legends of M'ystifa 2 frequently asked questions page!

If you have a question, comment or suggestion about the game, please post on the General Board. Let's get some good discussions going and make the sequel to one of the best free RPG's of 2004 even better!

General

Q: Will the game be free like LOM 1?

Of course! I'm a gamer and I do this for fun - not money. I always appreciate donations - these games *do* take a long time to create but I'll never require your money - ever!

Q: How will the game be distributed?

You can expect the game to be available for free download from Tucows, FilePlanet and possibly other large, well-known download sites.

Q: When will the game be released?

End of 2008.

Q: Who is developing the game?

Me, myself and I.

Q: Can I test it when it's almost finished?

Right now you can apply to take part in the alpha by clicking this link to send me an email. Please be sure to include the following information:

-- Your name (first name or tag, etc, is fine).
-- Your operating system and version.
-- Processor, RAM and graphics card information if you have it.
and providing the following information:

At present, Kensall Village, Kensall Forest, Old Ruins and Sunstone Cave are complete. There are dozens of other areas and dungeons planned and designed. While the alpha progresses and the game engine is perfected I will continue to develop new content and fill out the game world.

Q: How complete is the project at this point in time?

I don't like to guess on this kind of stuff but if I had to put a number to it, I'd say about 80%.

Q: How long will it take to complete the adventure?

I'm expecting the main adventure to take over 100 hours to complete. M'ystifa is an incredibly large world and with hundreds of side quests to complete it could even take longer!

Q: When does LOM 2 take place in regards to LOM 1?

LOM 2 doesn't take place before or after LOM 1. It's an entirely new adventure in a similar (but greatly expanded) world with familiar characters and story.

Q: Do I need to have played LOM 1 to understand and appreciate LOM 2?

No. This is an entirely new adventure and requires no previous knowledge of LOM 1 to complete. That's not to say that you won't get an extra laugh or two out of it if you had played LOM 1, but it's certainly not required. There will be some familiar faces and plenty of new ones.

Q: Is the adventure linear or fairly open-ended?

I've designed the adventure to be as open-ended as possible. There are obviously some locations that cannot be accessed right off the bat but the very vast majority of the content in the adventure has no restrictions.

Character Creation

Q: What aspects of my characters will I be able to define?

There are a number of character creation options! First, you select a name for each of your four party members.

Second, you select a character class for each of your four party members. If you don't want to choose a pre-built class, you can opt to make your own custom class.

Third, you select your skills (if you chose to go with your own custom class). Each of the pre-defined character classes have a list of associated skills that they start the game with.

Fourth, you select the village you would like to begin the adventure from. There are distinct differences between the first 25% of the game and the rest. Most importantly, you have choices to make right from the outset that have a lasting impact on the adventure.

Additionally, as each character levels, you earn skill points (to invest in skills you already have), skill credits (to purchase additional skills), attribute points (to increase your core attributes and indirectly, your skills), innate credits (to purchase innates which modify your character) and trait credits (to purchase character traits that improve your character).

With so many options and choices to be made it is almost impossible for two parties to ever look alike at the end of the game. You are completely free to invest your points/credits as you see fit. Want to make a Necromancer wield two weapons at the same time? You can! Want a strong Fighter that can also cast some curative spells from time to time? You can!

Q: How many classes are planned?

There are 22 classes, including the custom class that allows you to select which skills you want to start the adventure with. Here are some quick class summaries to give you a feel for the available options:

Bard - specializes in the playing and singing of music. Great buffs and debuff options.

Summoner - known as a Caller in LOM 1, is able to summon powerful Espers in combat to aid the party. The party must find the Esper and slay it before it can be summoned.

Cleric - able to cast the strongest curative spells in M'ystifa.

Barbarian - perhaps the strongest melee fighter.

Champion - wields a weapon quite well. Can toss some painful instant damage spells.

Hero - another melee fighter option that handles itself well in combat.

Shadow Knight - a formidable melee fighter that is also capable of learning some seriously evil spells.

Druid - in touch with nature, is able to cast powerful debuff spells on enemies while learning some spells helpful to the entire party.

Necromancer - the purest of evil, summons powerful pets to aid the party in combat.

Merchant - not likely to win a duel but makes up for it with wit and tough negotiation skills at the shop counter.

Ranger - attacks from a distance, has a variety of damage type options and offensive skills at it's disposal.

Ninja - a strong melee fighter, is able to connect on a different level with unique Jitsu magic.

Samurai - a more agile and quick fighter on the field.

Monk - a powerful melee fighter that inflicts damage with it's bare hands.

Sorcerer - a awe-inspiring made capable to casting some of the most powerful elemental magic.

Paladin - the holy warrior, focuses on the defensive aspect of combat with some curative spell ability.

Warlock - a wicked caster that delivers thunderous elemental damage with a wide array of spells.

Fighter - a simple melee fighter able to deliver superb melee damage.

Thief - a crafty character, is able to steal from it's enemies and find treasure in unexpected places.

Enchantress - a talented caster able to charm enemies into fighting for the party for periods of time.

Shaman - fosters a wide array of damage over time spells and wicked debuffs.

Custom - well-balanced, this class allows you to choose your own skills instead of relying on pre-defined classes.

Q: Is this going to be a level-based game or a skill-based game?

It may sound strange but I'm going to answer both. Let me explain.

First, each character has a set of core attributes that will increase over the adventure.

Second, each character has an array of skills (that grows as you see fit over the course of the adventure) that are derived in part from your core attributes.

Third, you may invest further skill points (as you earn them) into any skill your characters have.

So, for example...assume you have the Dual Wield skill with 50 skill points invested into it. The Dual Wield skill is derived in part from the core attributes using this formula: (STRENGTH + DEXTERITY) / 4. In this example, your Strength is 100 and your Dexterity is 130. Add the two attributes together and the total is 230. Divide that result to get the skill bonus - in this case, 57.

The final effective skill level for Dual Wield is 50 + 57 = 107.

Each time you increase your Strength or Dexterity attributes, your Dual Wield skill (and others that rely on those attributes) will increase.

These calculations are also based on your buffed attributes. Therefore, if you are wearing a Jerkin that gives +10 Strength, your actual Strength in the example above would be counted as 110 to get the skill bonus. 

Q: How many attributes are planned?

The following attributes will be included.

Strength - affects physical damage and maximum burden.

Dexterity - affects chance to hit with physical attacks and speed.

Vitality - affects the maximum HP a character has.

Luck - affects a variety of events in game in a little way.

Guts - affects the intensity a character is will to fight with when near death.

Will - affects the maximum MP a character has.

Focus - affects a wide variety of magic-related skills.

Q: How many skills are planned?

There are about 65 skills.

Q: What is a Trait?

A Trait is something you purchase for a character with Trait Credits, earned as you level and rarely for completing a quest.

An example would be Dragon Killer - it increases the damage that character does to dragon-like creatures by 5%. This is permanent and can be combined with other Traits.

There are dozens of Traits to choose from.

Q: What is an Innate?

An Innate is something you purchase for a character with Innate Credits, earned as you level and rarely for completing a quest.

An example would be HP Regen - it increases the amount of HP a characters regenerates by 1.

There are almost 10 unique Innates and they can be purchased over and over again, stacking the beneficial effects.

Q: What is a Special Ability?

Each character class (including the custom class) has a unique Special Ability that is learned during the adventure. This ability is so powerful it can only be wielded once per 2 hour period.

And example would be Suicide - it reduces the characters HP to 0 but delivers 2x the amount sacrificed in direct, unavoidable damage to the target creature of your choice.

There are 22 unique Special Abilities.

Q: What is a Weapon Ability?

As a character wields a specific type of weapon longer, they become more proficient with it. This is reflected by each weapon type having a Weapon Score that increases with usage.

When pre-defined Weapon Score plateaus are reached, the character learns a Weapon Ability. This ability can be used in combat for bonus damage or effects and can be chained together with other Weapon Abilities from other characters to create a combo.

Performing combos in combat yields far greater damage than without. As well, caster classes can jump in on the action by topping off a combo with a magic burst - usually an instant damage attack with vastly improved damage. This system is described in more detail under the Combat section of this FAQ.

Q: What is the maximum level for a character?

200.

Q: How many characters will I be able to have in my party?

Four. You'll also be able to have up to two pets/hirelings and a non-combat advisor. These topics are described in more detail later in this FAQ.

Game World

Q: How will I navigate the villages of the game world?

Navigation within a village will be done with a simple, sorted menu system. You'll quickly be able to get around a village and access the services you desire in no time.

Q: How will I navigate the outdoor areas of the game world?

LOM 1 did not have outdoor, explorable areas. LOM 2, however, features a wide variety of outdoor zones that can navigated with a full color mini-map.

Q: How will I navigate the dungeons of the game world?

Dungeons will be navigated the same way outdoor areas are - on a full color mini-map.

Q: How big is M'ystifa?

Huge! There are over 215 unique outdoor and dungeons zones waiting for discovery and exploration!

Q: Why such a large game world?

How could I make LOM 2 smaller than LOM 1? What do you think I am - a greedy for-profit software development company out to make a quick buck? =)

Q: How many dungeons are there?

Plenty. Multi-leveled dungeons, towers, fortresses, caves, ruins plus much more.

Q: Will there be an auto map feature to show me places I've already explored?

Definitely. You'll also be able to make notes on it at any time for points of interest or any other thought you may want to record for later.

Q: How will I travel around the game world? 

Most travel will be on foot, but there are other options. This includes boating, portal gems and an array of portal spells.

Q: Do I have to explore every inch of the world to finish the adventure?

No, but there are clear rewards for doing so. You never know what you might find. Will there be an old ruin in the middle of nowhere with untold treasures waiting within? Will you stumble upon a hapless soul in need of assistance? Will a rare and valuable fish be caught in waters not often exposed to human feet?

Q: Will the game have much re-playability?

Certainly. There are a number of ways you can impact the world that change in permanent ways. It's impossible to experience after last bit of content or every quest in one play through. About 80% of the game is the same no matter which choices you make so it's not really required that you play through again if you don't want to.

Plus, with all of the character class and skill choices, it's impossible to "see it all" in one play through.

Q: Will I be able to make choices that affect the game world in meaningful ways?

Yes. About 20% of the adventure will vary depending on the choices you make in the game world. Perhaps an entire village may turn on your party for aiding in the death of their elder. Perhaps you will kill the only NPC in the world capable of casting a spell on your party that will allow passage through a magic shield.

You get the idea.

Q: What is a bind stone?

You will be able to bind to any bind stone found in M'ystifa using the Bind spell. Once you have binded to a bind stone, another Portal Magic spell (Recall) can be cast to instantly transport the party to the bind stone.

Parties that are wiped out always appear the the last visited village.

There are bind stones all over the game world.

Quests

Q: How many quests will there be?

Over 450.

Q: What kind of quests will there be?

AThere are a wide variety of quests to be had. They may involve assassinations, locating an item, clearing out a basement, kill/drop quests, bounties and much more. The quest system is quite varied, allowing for many options. Collection quests are also new - this requires you to collect a set of related items (like coins for example) for a reward.

Q: How will my party find new quests?

Quests can be obtained a variety of ways. Obviously, many NPC's in the game world need help with a whole slew of different problems. Special items that drop as treasure off of creatures can trigger a quest. As well, there are a variety of collection quests to be completed that are found in the wild.

Q: What is an epic quest?

Each class has a specific quest that span the entire adventure with multiple steps. The character will learn it's Special Ability after completing the first step. Further rewards in the epic quest are above and beyond better than most other quest rewards.

Q: What types of rewards can be gained from completing quests?

Experience, Gold, Treasure (and there is a lot of variety), Attribute Points, Skill Points, Skill Credits, Trait Credits, Innate Credits, Fame (which impacts how other NPC's perceive your party) and more. 

Creatures

Q: How many creatures will there be?

There are over 1100 unique creatures with different abilities, rarities and treasure.

Q: Does LOM 2 have rare creatures?

Yes. There are dozens of rare creatures. Each one drops unique treasure and can be difficult to find.

Q: Will there be lots of boss battles?

More than ever!

Q: Will the creatures of LOM 2 be a little smarter than in LOM 1?

Yes. There are more spells, ailments and tactics available for use in combat. Creatures will be able to work together in ways never before possible.

Dungeon Crawling

Q: What dynamics will be available for dungeons in LOM 2?

There are countless improvements in this regard. They include: One Way Doors, Switches, Buttons, Pressure Plates, Elevators, Pitfalls, Damage Floors, Impassable Areas (perhaps a pit filled with water that needs to be drained before you can access it), Puzzles, Traps, Treasure Chests, Fake Treasure Chests, Pools, Fountains, Portals and much more!

As well, with the advent of invisibility and darkness in dungeons, the possibilities are endless!

Q: Will there be more puzzles in LOM 2? 

Yes. I don't plan to have you stumped for hours on end but I'd like some aspects of this to make you think twice =)

Magic

Q: How will magic casting classes learn new spells?

Spell books will be purchased at shops all over the game world. It is possible to receive a spell book as a quest reward or in treasure dropped from creatures.

Q: There are multiple spell ranks for the same spell? What does that mean?

Shops sell Apprentice rank spells. Quest rewards and treasure from creatures also have the chance of producing Expert and Master rank versions of most spells.

For example, a Cure 5 spell (Apprentice rank) may cure 2500 HP. The Expert rank version may cure 4000 HP. Master rank may cure 6000 HP.

Expert and Master rank spell books cannot be purchased in shops. You will only find them through quest rewards and treasure drops from creatures - and not often.

Each spell rank increases the potency of the spell by about 25%.

Q: How many spells will each magic caster have?

All casting skills have 15-30 unique spells each (except for one skill that has less).

Q: Will there be summon spells (similar to the Caller class from LOM 1)?

Yes. There are over 20 Espers to be found in the game world.

Q: Will I be able to cast magic if I don't have any casting skills?

No. 

Pets

Q: How many pets can I have in my party?

Two. Your party is able to have two pets/hireling at a time, total. There may be times during the adventure when a guest NPC travels with the party (usually quest related) - guests take up a pet/hireling slot so careful planning may be needed.

Q: What if I don't have the skills to summon pets?

You can instead visit a Meeting Hall in most villages to recruit NPC hirelings to fight alongside your party. There is quite a variety of hireling options.

Hirelings, however, will never be as strong as a summoned pet.

Q: How much control will I have over my pets?

There are different guidance settings for pets that allow you to instruct how they should set priorities during combat. For example, the "healer" guidance tells a pet/hireling to cast cure spells when they or other party members need it before attacking a target. 

In addition, many spells can be cast on a pet/hireling in much the same way as any other party member.

Q: What happens if one of my pets dies?

You will need to re-summon it.

Q: How many types of pets will there be?

There are almost 10 different types of pets!

Hirelings

Q: Where will my party meet hirelings?

You can recruit an appropriate level hireling from a Meeting Hall, found in most villages.

Q: How many hirelings can I have in my party?

Two. Your party is able to have two pets/hireling at a time, total. There may be times during the adventure when a guest NPC travels with the party (usually quest related) - guests take up a pet/hireling slot so careful planning may be needed.

Q: How much control will I have over my hirelings?

There are different guidance settings for pets that allow you to instruct how they should set priorities during combat. For example, the "healer" guidance tells a pet/hireling to cast cure spells when they or other party members need it before attacking a target. 

In addition, many spells can be cast on a pet/hireling in much the same way as any other party member.

Q: What happens if one of my hirelings dies?

The death of a hireling is permanent. You will need to visit another Meeting Hall, found in most villages, to hire a replacement.

Q: How many types of hirelings will there be?

Eight.

NPC Characters

Q: How many NPC's will there be?

There are hundreds of unique NPC characters throughout the game world.

Q: How will NPC's give out quests?

Usually, an NPC will be having some sort of difficulty or need your assistance in some form or another. You do not have to accept every quest you are offered.

Q: Can NPC's die?

Yes. Some key NPC's directly related to the main storyline cannot participate in combat but they are few and far between.

Q: Can I combat NPC's?

Yes. Some key NPC's directly related to the main storyline cannot participate in combat but they are few and far between.

Q: Can I pickpocket NPC's?

Yes. Some key NPC's directly related to the main storyline cannot be pick-pocketed but they are few and far between.

Q: Do NPC's talk to each other? For example, if I kill someone's brother, will they be mad at me?

Yes.

Q: Do NPC's move around the game world?

Some do to some degree.

Advisors

Q: What is an advisor?

An advisor is a skilled recruit that can aid the party in a number of ways. Advisors are recruited at a Meeting Hall, found in most villages. Advisors demand an up-front cost and also incur a monthly charge to the party. If you cannot afford to pay for your Advisor they will leave the party immediately. You can only have one Advisor at a time.

For example, imagine an Advisor that costs 100 GP to hire, then 100 GP per month after that. In return, they help the party minimize the amount of food that is consumed each day by 25%.

Q: Where will my party meet advisors?

Your party can recruit an Advisor at a Meeting Hall, found in most villages.

Q: Why would my party want and advisor?

Some Advisors can be quite expensive but you'll always find the benefits they bestow on the entire party are almost always worthwhile.

Q: Will the advisor fight in combat?

No.

Q: How much will an advisor cost?

The GP costs can vary depending on the level (and effect) of the Advisor. For example, an Advisor that saves the party a little bit of food consumption will not be expensive. However, an advisor that allows the party to earn experience points faster will be very expensive.

Q: How many different types of advisors will there be?

There are approximately 25 unique advisors available.

Banking

Q: What is the purpose of the bank?

A bank, found in most villages, serves two purposes.

First, a bank is a safe place to store excess GP. If your party is wiped out in combat, all GP the party was carrying on its person will be lost.

Second, a bank provides access to the stash. The stash is a shared inventory available to all adventures you are playing.

Q: What is the stash?

The stash is a shared inventory available to all adventures you are playing.

For example, assume you have risen to high levels and completed the adventure. You then decide to play through the adventure again, making different choices as you go, in an attempt to unearth more content you may have missed the first time through.

Well, remember that fantastic staff you found your first time through that would of been perfect for a Necromancer - if you had one? Well...if for your second adventure, you decided to use a Necromancer...you could put the awesome staff in the stash with your first party and take it out with your second party.

Q: Is the stash shared between adventures? 

Yes.

Q: Are there any restrictions on what can go in the stash? 

Yes. Quest items, Key items and packs cannot be placed in the stash.

Hotkeys

Q: What is the hotbar?

The hotbar allows you to customize specific commands and attach them to a hotkey.

Q: How will it make managing my party easier?

Instead of navigating menus or clicking over and over, you can control almost every action for all of your characters with the 0-9 keys.

Here are some examples of commands you can map to hotkeys: Pet commands, items in your inventory, combat related commands (attack, flee, taunt, etc.), spells, summons, rest commands, weapon abilities, special abilities and more.

Q: Can I use the hotbar in combat?

Absolutely!

Q: How will I configure my own keys?

The game interface features a hotbar editor that allows easy customization of the hotkeys for any character.

Equipment

Q: Will there be more equipment options than in LOM 1?

Yes. For equipment slots, you can count on the following: Two weapons, a shield, helmet, body, gloves, legs, feet, back, waist, arrows/bolts, two rings, two bracelets, two relics, a fishing pole with bait and a mining pick.

Fishing

Q: What is the purpose of fishing? 

Fishing allows the party to access natural resources that can be used in a variety of ways.

Some types of fish are used in various trade skills or can be consumed on there own for beneficial effects. Some fish may be required as part of some quests. Fish can always be sold to a merchant for a profit, as well.

Rarely, you may catch something you were not expecting...

Mining

Q: What is the purpose of mining?

Mining allows the party to access natural resources that can be used in a variety of ways.

Foremost, mining can result in the discovery of metal ore. Metal ore can be sold to a merchant for a profit or used by a character with the Armor Smithing or Weapon Smithing skills to create equipment for the party.

Rarely, you may mine something you were not expecting...

Foraging

Q: What is the purpose of foraging?

Foraging allows the party to quickly comb an area for any resources that might be beneficial to the party.

The primary benefit of this skill is to find food.

Rarely, you may find something you were not expecting...

Treasure System

Q: I really enjoyed the treasure system from LOM 1. How will it work in LOM 2?

The treasure system in LOM 2 is greatly expanded over LOM 1. Half the fun of the first game was treasure hunting. It's always a thrill to find a new item that can help the party succeed in the adventure!

Q: What new options are available?

Weapon Speed. Moving to real-time combat has allowed for weapons to have Weapon Speeds. Obviously, heavy two-handed weapons are slower to use in combat than a small dagger.

Burden. Items actually have weight now and it's possible for your party to become over-burdened. Being over-burdened has a negative impact on the party. There are some packs to be found that magically reduce the weight of their contents.

Sockets. Items can now be found with sockets that allow you to augment them for the benefit of the party. You can place Hearts, Jewels or other special items into sockets.

Imbues. Items can now be imbued with special effects using the Tinkering skill. There are dozens of special effects to be discovered!

Inlaid. Items can now be found with gems inlaid. Removing these gems with the Tinkering skill allows the party to "melt" items down into raw salvage material. When enough salvage has been obtained, you can imbue an item to gain special effects.

Procs: Items, as in LOM1, can be found with proc effects. Found exclusivley on weapons. procs have a small chance to fire in combat when physically attacking a target. For example, striking a target with a Copper Sword with the Boulder proc has a small chance to unleash that spell on top of the damage from the physical attack.

Clickys. Items can now be found with built-in Clickys. Clickys can only be used outside of combat and usually bestow beneficial effects on the party. For example, a Copper Goblet could have the Cure 2 clicky. Clicking the item casts Cure 2 on the target and it can be used an unlimited number of times!

Instants Items can now be found with instants. An instant has a small chance to fire at the start of combat, randomly afflicting your enemies. For example, imagine a Copper Shield with the Fireball instant. At the start of combat the Copper Shield could fire off a Fireball, randomly striking one of the enemies.

Q: How will I gather new treasure?

Treasure is found everywhere!

Q: What is a proc?

A proc is a special effect built into a weapon. Procs have a small chance of "firing" on strike during combat.

There are dozens of procs available. In LOM 2, Procs can be found on randomly generated treasure - not just on unique items!

For example, imagine a Flaming Dagger with the proc "Fireball". Whenever you use the dagger to strike a target in combat, there is a small chance that the "Fireball" effect will also be triggered and strike the target.

Q: What is an instant?

An instant is a special effect built into an item. Instants are only taken into account on equipped items. Instants have a small chance to fire at the beginning of combat.

There are dozens of instants available. Instants can be found on randomly generated treasure - not just on unique items!

For example, imagine a pair of Leather Gloves with the Blind instant. Each time the party enters combat, the Blind effect has a small chance to be applied randomly to one of your foes.

Q: What is a clicky?

A clicky is a special effect built into an item. Clickys can only be used outside of combat. When used, the character gains the Clicky effect. There is a small chance upon use that the item will be destroyed.

There are dozens of clickys available. Clickys can be found on randomly generated treasure - not just unique items!

For example, imagine an Ornate Goblet with the Clicky effect "Cure 4". When you choose to use it, the effect benefits the character wearing the item.

Q: What is a socket?

Items can now be found with sockets that allow you to augment them for the benefit of the party. You can place Runes, Hearts, Jewels or other special items into sockets.

Not all items have sockets.

Q: What is a Jewel?

A jewel is a rare treasure drop that can placed in an item socket to permanently modify it.

Q: What is a Crystal?

A crystal is a special items that the party keeps in its inventory to gain a special benefit.

For example, imagine the Fire Crystal - it increases each party members resistance to Fire damage by 10%.

Crystals do not stack. You can have as many crystals as the party has room to carry.

There are many different types of crystals to be found.

Q: What is a Heart?

Hearts drop rarely from creatures at the end of battle. A heart can be placed in an item socket to permanently modify it.

For example, imagine a Beetle Heart. When placed in an item socket, the Vitality attribute is increased by 7.

Q: What is Tinkering?

Tinkering allows the party to "melt" items that have inlaid gems down to raw salvage. When 100 pieces of gem salvage is acquired, it can be used to imbue an item with a special effect.

Q: What is an Inlaid Gem?

Some treasure items have gems inlaid. You can "melt" an item down to get the gem salvage out of it. Once you have 100 units of gem salvage, you can use it to imbue an item with a special effect. "Melting" items requires the Tinkering skill.

For example, imagine a pair of Old Boots inlaid with two pieces of Emerald. Melting the item down to raw materials could net the party one or two pieces of Emerald. When 100 units of Emerald are acquired, the party can use it to imbue an item with a permanent effect. Imbuing emerald on an item increases the Focus attribute by 5.

Q: What is burden?

Burden represents how much an item weighs. Your party can carry only a certain amount of weight before it incurs penalties.

Q: What is a relic?

A relic is an extremely rare, powerful item that bestows impressive effects on the wearer. Relics are found rarely in treasure and are sometimes awarded for completing quests.

Q: Will items have durability and break?

Yes and no. Every time you strike a target with a weapon, it has a slight chance of losing some of it's remaining durability. When the durability reaches 0, the item will no longer provide any benefit to the user. You can use the Repair Item skill or visit a Mystic in most villages to have the item repaired.

When you repair an item, it's maximum durability decreases. The amount of decrease depends on how you repair the item. Eventually an item, after being repaired too many times, will have such a low maximum durability that it will not be worth using anymore.

Usually, you'll outgrow an item before it becomes useless because of it's limited maximum durability.

Armor also has durability. Each time you are struck in an armored location (for example, your head while wearing a helmet) there is a small chance it's durability will decrease. 

Inventory Management

Q: How will I be able to manage my inventory?

Your party can carry up to four packs that allow you to sort/organize your inventory like never before. On top of that, there are all kinds of different packs to be found. Some have more room for items than others. It's also possible to find packs that magically decrease the amount of burden contained within it.

Q: How many packs can I have?

Four.

Q: What are Key Items?

Key items are vital to the main quest/storyline and cannot be sold, destroyed, dropped, etc.

Key items do not take up space in your inventory and do not burden the party. 

Q: Will I be able to drop/destroy quest items and get stuck in the game?

You can sell/destroy quest items at will and must be careful in doing so. You cannot get stuck with main storyline quests but side quests can be failed if you sell/destroy items that were needed to advance the quest/complete it.

Q: Will I be able to tell if an item is for a Recipe or Quest?

Yes. There are four visual flags for items: Recipe (meaning this item can be combined with some other item to make a new item), Key (is vital to the main quest/storyline and cannot be dropped/destroyed/sold), Quest (is required to complete a quest but can be dropped/destroyed/sold) and Collector (the item can be turned in to a collector for a reward).

M'ystifa Lore

Q: Will there be more ways in game for me to learn about the world of M'ystifa?

Yes. There will be quite a bit more lore found in LOM 2 that will allow you to delve deeper into the history of the game world.

Combat

Q: Will combat be turn-based or real time?

Combat in LOM 2 occurs in real-time.

Each character in your party has a Speed attribute that is derived from the Dexterity attribute and the Weapon Speed of the equipped weapon. It's possible to cast spells/equip items that can further increase your speed.

Each character has it's own wait bar that clearly shows when their next turn will be.

Combat can be paused at any time.

Q: How many creatures will I have to fight at the same time?

At most, 10. As you can see, with four party members, two pets/hirelings and up to ten creatures in combat, things can be fast and furious!

Q: Can I flee from combat?

Yes. You have a small chance to flee from an encounter that would be at least somewhat of a challenge and a 100% chance to flee from an encounter that would be no challenge at all.

Q: Is combat something you run into randomly?

Mostly, although there are some staged combat situations for bosses.

Creature AI

Q: How will creatures be smarter in combat?

Creatures will be better paired to complement each other in combat. For example, imagine a Goblin Squatter that casts elemental vulnerability spells. Paired with a Goblin Warlock that casts elemental damage spells, they can be quite a tandem.

Additionally, there are plenty of abilities and attacks unique to each creature.

Every creature will always consider the situation of those around them before deciding on an action to take.

Q: Will they be able to summon other creatures to assist them in combat?

Yes.

Casino Games

Q: What casino games will be available?

There are four casino games planned. All of the casino games will be unique to M'ystifa and not re-hashes of real life games. This is a fantasy world after all!

Q: What is the point of playing games at the casino?

Chips can be purchased with GP to play at the casino. Accumulating a large number of Chips will allow your party to purchase unique items from the casino shop that cannot be found anywhere else in the game world!

There may be some other benefits, as well...

Trade Skills

Q: What trade skills will be available in game?

The following trade skills will be available: Jewel Crafting, Bone Crafting, Alchemy, Fletching, Cooking, Fishing, Mining, Armor Smithing, Weapon Smithing, Tinkering and Tailoring.

Q: What will I be able to do with the trade skills?

Jewel Craft - allows you to craft jewelry items.

Bone Craft - allows you to carve items out of bones.

Alchemy - allow you to brew powerful potions.

Fletching - allows you to manufacture your own arrows/bolts.

Cooking - allows you to cook up some tasty dishes.

Fishing - allows you to catch fish used in other trade skills and for food.

Mining - allow you to mine ore used in other trade skills.

Armor Smithing - allows you to craft your own heavy armors.

Weapon Smithing - allows you to craft your own weapons.

Tinkering - allows you to "melt" inlaid gems out of items to be used for imbuing.

Tailoring - allows you to craft your own light armors.

Q: What if I don't like trade skills?

Some quests will require some trade skills. If you do not want to perform trade skills you can always take the raw materials to a Trade Shop, found in most villages, to have the item made for you - for a fee.

Q: How many recipes will there be?

There are over 500 recipes.

Q: How will I know what items to combine to be successful?

After selecting a recipe item from your inventory, you will be presented with a list of all items in your possession that could be combined with it to make a new item.

After you craft an item successfully, the recipe for it will be stored for future reference and ease of use.

Q: How will I benefit from crafting my own armor, for example, over buying it from a shop?

The base DP (defense power) of an item crafted by hand is always higher than the store-bought version.

Death

Q: What happens when one of my characters dies?

Nothing. You can revive them using any number of methods (spell, Church in a village), potion, etc.

Q: What happens when my entire party is slain?

There are two penalties for a party "wipeout".

First, all of the GP the party was carrying is lost. Store your excess GP in the Bank, found in most villages, to avoid losing it on wipeout.

Second, each character loses 10% of the XP they have earned towards the next level. You cannot go down a level.

Secrets

Q: Will the game feature an array of secrets to be found?

Of course!

Difficulty

Q: Will the game feature multiple difficulty settings?

Yes. There are three difficulty settings: Normal, Nitemare and Hardcore. Higher difficuly settings must be unlocked and make the game more difficult in a number of ways.

You can also elect to play a "Hardcore" adventure. Be careful! Even one wipeout of the party will end the adventure permanently. There are unique benefits and rewards to playing in Hardcore mode.

Got a question? Post it here!

All information is subject to change at any time, without notice.


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