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 Character Sheet
There are three spheres: Lunar, Solar and Terran, that affect all characters, spells and objects in game. A character has three different relations to the Spheres: affinity, focus and resistance. 

There are two aspects: Spiritual and Corporeal. Together with aspect, the sphere affinities define the character's attributes. Attributes represent character's mental (spiritual) and physical (corporeal) abilities. Each sphere affinity, together with an aspect, defines an attribute (sphere x aspect = attribute): 

- Intelligence: defined by Lunar sphere in Spiritual aspect
- Concentration: defined by Solar sphere in Spiritual aspect
- Willpower: defined by Terran sphere in Spiritual aspect
- Agility: defined by Lunar sphere in Corporeal aspect
- Health: defined by Solar sphere in Corporeal aspect
- Strength: defined by Terran sphere in Corporeal aspect 

A character has also a natural focusing ability for each of the spheres, which influences spell casting and a natural resistance for each of the spheres, which decreases the effects of aggressive spells cast on the character.

The character attributes have many influences in this game: Agility for instance improves hit probability, smooth movement and speed in combat and improves alchemical cast rate. Concentration on the other hand improves all spell durations, decreases time penalty when using adventuring skills (like lockpicking) and improves hit
probability and recovery in combat. And so on... 

Alignment: characters can be aligned from lawful, through neutral to chaotic. Alignment influences the attitude of NPC toward the player, depending upon NPC's alignment. Lawful characters are also luckier when random rewards are given and they are best lithurgical harmonies casters. Neutral characters are best alhemical casters. 
Chaotic characters are best lithurgical shrieks casters and have higher harvesting abilities. 

Weapon of choice: all characters have their respective weapon of choice. Only weapon of the selected type can be
used by characters. 

Character's race defines which type of the following may be selected: onehanded weapon (and optional shield combo), twohanded sword, axe and hammer, staff bow and musquette(!).
 
Some combat schools, however, allow some other weapons to be used. Certain races only allow hands as the weapon.
  
 Monsters
There are several nightmare or fog arena types in this game, each with its atmosphere and inhabited by nightmare creatures. Nightmare arenas most probably come up when the hero leaves town's area of Fog defense but some may appear also within guarded cities especially in lower underground areas such as catacombs. 

Those places turn into combat arenas, which are 3D real-time spaces with no hard connection to the rest of the game scenery. Each arena has it specific set of nightmare creatures, which the engine generates with possible variation in colour, scale, and detail. Nightmare creatures or NMCs are the main enemy of the story hero, as he travels through the Fog. 

Combat arenas are classified into six types: swamp, graveyard, petrified forest, ruins, winter wasteland and sea.

Nightmare creatures are classified according to their power in three groups, present in each arena: regular (basic creatures), boss creatures (powerful creatures), superboss creatures (an arena-unique megapower creature) 

Each arena will optimally contain 2 regular creatures, 2 boss creatures and 1 megaboss creature.
 
 Weapons

Depending on the weapon used by the character, the function of the utility belt changes. Certain weapons may have magical effects, described in terms of alchemical and/or lithurgical spells. Weapon types are as follows:

Warrior weapons are classical, non-magical weapons. They may be used to focus spells, but only to increase their power. The range does not change with alchemical spells.

- Hands are a fundamental weapon that can be used to fight with by any character. They cannot be selected as a weapon of choice.
- Sword is an agility-based, melee range weapon
- Axe is a strength-based, melee range weapon
- Bow is a concentration-based, longe range weapon


Alchemical weapons are weapons that can be used to focus alchemical spells by their wielder, at medium or long range.

- Hammer is a strength-based, melee range weapon and a medium range alchemical bonus
- Musquette is a medium range weapon and a long range alchemical focus

Lithurgical weapons are weapons that can be used to focus lithurgical spells by their wielder.

- Staff is an agility-based, melee range weapon and a melee range lithurgical focus
- Solar Staff is an agility-based, melee range weapon and a long range lithurgical focus
- Sharpness of Scythe is an agility-based, melee range weapon, a medium range lithurgical focus and a harvesting weapon.

Reagents
Reagents are used to cast alchemical spells. There are six classes of reagents, each of them a combination of one big and one small spheric influence (for consistency of the spell system) and elemental effect:

- Sulfur with Fire effect (big Solar and small Terran influence)
- Gold(?) with Wind effect (big Solar and small Lunar influence)
- Quicksilver with Water effect (big Lunar and small Solar influence)
- Diamond dust with Cold effect (big Lunar and small Terran influence)
- Arsenic with Poison effect (big Terran and small Lunar influence)
- Copper with Electricity effect (big Terran and small Solar influence)

Reagents come in three standard cartridge sizes: small, medium and large. The power of reagents varies and is in general related to the cartridge size: large cartridges are the strongest. There are rare exceptions, though, when even a small cartridge may contain a huge amount of power.

Potions
Potions are modelled as lithurgical enhancement spell effects. There are three standard potion sizes: small, medium and large. There are three levels of potions: normal, + and ++ potions, relating to normal, + and ++ lithurgical enhancement spell effects.


A
rrows

Arrows have different piercing rates. Certain arrows may have magical effects, described in terms of combination of an alchemical offensive spell effect and an arrow-specific reagent.


F
ocuses
Focuses are unique, magically enhanced items (bijouterie) that improve their user's casting abilities. For a focus to be used, it needs to be placed within the utility belt. A focus is used automatically when a spell is cast.


H
arvest gems

Harvest gems are alchemically processed crystalls for repelling the effects of the Fog and storing the harvested creatures. A harvesting gem has many properties such as: purity, prismatic phase, prismatic synchronicity, refraction, brilliance and translucency.

T
rinkets

Trinkets are magically enhanced rings, bracelets or necklaces with different enhancement effects upon their wearer.

C
urrencies

For simplicity the most common and widely used are gold pieces. The value of certain items and materials vary a much from city to city in the game and even when trading with different shopkeepers in the same city.

   

 Skills
Character skills are: combat schools, passive skills and adventure skills. Parameters are: level and proficiency. Certain skills are attribute based, the specified attribute influences the character's proficiency in that skill. When using a skill a character gains proficiency in it. The more difficult the situation, the more the skill proficiency increases. Level must be improved (learned) from outside by a mentor or a book. 

Combat schools: a character may learn up to four different combat schools for its weapon of choice, and up to four schools for hand combat. The schools differ in efficiency (stamina consumation), speed, range and inflicted damage. Each combat school consists of a basic strike and up to five, more efficient, extended strikes. The level of the skill defines the number of extended strikes the character can use. The proficiency defines overall efficiency of the strikes and the probability of the character using an extended strike. 

Passive skills are skills that influence character's abilities. They are not used by the character directly. In general, the level of the skill defines which special skill effects the character will gain from. The proficiency defines the character's ability to use the skill. There are several passive skills (and more are yet to come, since the logical engine is totally open in that sense): 

- Spiritual aspect:observation, manipulation, harvestingand lore 
- Corporeal aspect: acrobatics, ranger, stealth and defense 
  
Example
defense (based on agility, intelligence) improves the character's chance of deflecting or dodging a strike or a projectile:

- Level I: deflect hits 
- Level II: deflect missiles 
- Level III: evade 

Adventuring skills form the basis for alchemical skills. The character may use adventure skills with different objects or other characters found in the game. Adventuring skills are important for solving side and random quests. 

Non-magic adventure skills are: refine, shatter, disable, blend, forge and craft  Magic adventure skills are alchemical apprenticeship skills
(can be used as combat spells): shattering waves, rust, stasis, elemental blend, elemental forge and elemental animation 

Example
elemental forge (based on intelligence) may be used to create magical items or weapons. This skill becomes available to a character after becoming an Alchemy Master. A character may only learn this skill if all the Alchemy Apprentice skills have already been learned. (this is a part of the progression tree, which will not be described here)
 Spells
Two magic realms are known to the human race in the game: the Realm of Lithurgy and the Realm of Alchemy.

Realm of Lithurgy
T
he lithurgical magic influences living matter, and is directed by sound. 

The subject of lithurgical study are chords, each of them consisting of three spheral harmonies or spheral shrieks, one for each sphere. The harmonies and shreaks are considered lithurgical spells. The spells of the same chord share certain similarities, but only affect one of the spheres.

The harmonies are enhancement spells. They are used to improve spiritual or corporeal abilities of a living creature. In combat, they are cast as defensive, fortification or restoration spells. 

The shrieks are offensive spells. They are used to corrupt spiritual or corporeal abilities of a living creature. In combat, they may be cast as aggressive spells. The shrieks are more efficiently vocalized by chaotically aligned characters. 

Each lithurgical spell has a basic effect and two extended effects. An effect may either influence spiritual or corporeal aspect of the appropriate sphere. When a spell is cast empty handed, only the basic effect is caused. When a spell is cast using a wielded weapon in hands, it is considered to be focused, unless the particular weapon prohibits lithurgical focusing. The character's natural focus for the sphere is combined with the weapon's focus for that sphere, and with
the matching focuses of all focusing items used by the character (talismans, rings, necklaces...). 

The power of the effect depends on the character's proficiency for the spell and her natural focusing ability for the sphere. If the spell is an offensive spell, aimed at another living creature, that creature's resistance in the matching sphere is subtracted from the power.

Ascension:The proficiency of a character for a certain spell increases with the use of that spell. The more difficult a situation is when the spell is cast, the more the proficiency increases. There are three main degrees in lithurgical study. The character's title reflects the degree: Scholar, Monk and Inquisitor. Only The Inquisitors may use Solar Staffs or The Sharpness of Scythe to focus their spells and may cast spells using cathedral bells. 

Realm of Alchemy
T
he alchemical magic influences dead matter, and is directed by touch. 

The subject of alchemical study are elements, each of them manipulated by six elemental formulas: three fusion formulas and three dissolution formulas. 

The fusion and dissolution formulas are considered alchemical spells. The formulas of the same element share certain similarities, but only affect one of the properties. The fusion formulas are enhancement spells. They are used to create magical items or enhance item properties in a magical way. In combat, they may be used to enhance the character's weapons or armor. The three fusion formulas of each element are based on three basic alchemical
professions: chemist, blacksmith and locksmith. 

The dissolution formulas are offensive spells. They are used to extract energies and forces from reagents or items. In combat, they may be used to cast magical energies at the enemy. The three dissolution formulas of each element are based on three basic alchemical professions: chemist, blacksmith and locksmith. 

Reagents: To cast a spell, an alchemist needs a reagent. The effect and power of the spell depends upon the reagent chosen. There are six basic reagents, each of them a 2:1 combination of two of the spheres. The resistance to an alchemical spell is derived from the spell target's spheric resistances for the reagent's spheres in the same ratio. The reagent spent for the spell is lost. 

The power and focusing: An alchemical spell's power increase with the character's proficiency for that spell. When a spell is cast empty handed, it may only be cast at melee range, using any reagent. When a spell is cast using an alchemical weapon in hands, it is considered to be focused. The weapon enables the spell to be cast at
medium or long range, using any reagent. Any other object may be used as an inexhaustible (but comparatively weak) reagent of one type, defined by the object's strongest and the second strongest sphere. Weapons which prevent the use of reagent satchel may thus be used as alchemical focus. Melee range only. 

Ascension: The proficiency of a character for a certain spell increases with the use of that spell. The more difficult a situation is when the spell is cast, the more the proficiency increases. There are three main degrees in alchemical study. The character's title reflects the degree: Apprentice, Master and Warlord.
   
 Combat
There are two types of combats: combat inside the fog (nightmare arena combat) and outside the fog (normal arena combat). In a nightmare arena, the damage goes to the concentration, in a normal arena, the damage goes to health.

Combat strikes
W
hen a character strikes at another character, the following is calculated: Hit probability: the probability that the strike will hit the target Deflect probability: the probability that the strike will be deflected by the target Hit potential damage: combines the attacker's abilities and the weapon modifiers Hit damage: the potential damage minus target's armor class. 

If the hit probability counters deflect probability, the target is considered hit. Hit damage is subtracted from the target's health or concentration pool. The target may not attack during the target's hit recovery. The probability of hit recovery depends on the hit damage. 

Stamina
T
wo stamina parameters exist for each character: stamina and stamina limit. Stamina limit is in range [0 - 100], stamina is in range [0 - stamina limit]. Stamina refills at a very fast rate, while stamina limit only refills when stamina reaches stamina limit, at a very slow rate. Stamina limit may be refilled by sleeping, drinking potions or resting. 

Strikes use a high rate of stamina and very low rate of stamina limit. Spells use a medium rate of stamina and a higher rate of stamina limit. Low stamina means less powerful strikes 

Player wins combat
W
hen a player wins in combat, events may be triggered and items the defeated enemies left behind may be scooped. In a nightmare arena, the player character's spiritual aspect increases. In a normal arena, the player character's corporeal aspect increases. Other rewards may be defined by the script.

Player loses combat
W
hen a player loses in a nightmare arena combat, her character runs away crazily into a safer place to heal. When a player loses in a normal arena combat, her character limps into her nearest home location of the episode, and spends one day of the bonus pool to heal. When a player loses in combat, one day is subtracted from her bonus pool, unless it is empty. 

Tactical vs. active combat
D
uring combat, two basic approaches are available to the player while using combat schools. A mixture of both approaches is also possible. 

Using tactical approach, the player selects different combat schools, depending on the situation, then leave the character to fight on her own, using the selected school, and focus on moving the character around, casting spells etc. 

Using active approach, the player uses keys to strike, executing the default strike of each school. Using different sequences of strikes, special combo moves become available. Such combo moves invoke extra-efficient strikes, the weapon's magic effects, or other. 

Harvesting
I
f a character has harvesting skill and is equipped with the Sharpness of Scythe weapon, she may trap and/or release the nightmare creatures in combat. 

To trap a nightmare creature, an unoccupied harvesting gem is first selected through keyboard. If the mouse cursor floats over a nightmare creature, the player attempts to trap that creature through the 'activate' key. Success probability depends on the character's harvesting skill, the quality of the gem and the size and resistance of the nightmare creature. Both a successfull and unsuccessfull attempt at trapping take the same amount of time which depends on the character's harvesting skill. After an unsuccessfull attempt at trapping, that nightmare creature becomes alert and more aggressive towards the character. A successfull harvesting of an alerted nightmare creature is less probable. 

To release or control a nightmare creature, appropriate harvesting gem is first selected through the keyboard. Pressing the 'activate' key, the nightmare creature residing in that gem is released and given a command. If the nightmare creature has already been released from the gem, the same creature is selected and given a command. The command for the creature depends on mouse cursor position. When the cursor floats over an enemy, the command for the creature is to attack the enemy. When the cursor floats over a spot on the ground, the command for the creature is to move there, then wait to be attacked. When a controlled creature dies in combat, its home gem becomes unoccupied. 

Certain commands may be given to all the released creatures using certain spells(!). The commands for the creatures are to attack their nearest enemy, to attack their nearest enemy that is at the time attacking the player's character or to attack the player's target. 

Depending upon the harvesting gem quality, some of the released nightmare creatures may return to their home gems after the combat. Other released creatures disappear, leaving their home gem unoccupied.
 
 Adventure
Each game game episode has a specified number of days (duration). Each day is divided into four time units: morning, afternoon, evening, night. For each adventuring or character-building action in the game, a character must either spend or wait for a certain number of time units.

A minimum number of time units the player needs to end an episode is the time pool. The time spent for alternative actions may not exceed duration - time pool. The activities that could, after a certain time, break this rule, are disabled and the player may not take them.

Character building
The character may improve her spheric affinities, aspects, focuses, resistances, skills and spells. At specific points in the game, defined by the script, the character may: learn new skills or improve skill levels, improve her spheric affinities, focus and resistances or learn new spells within her chosen branch of magic. 

The price for an improvement may be a combination of the following: time units spent, currency spent, object(s), a script based condition. 

Sometimes, more than one choice is available to the character, of which only one may be taken. 

The abilities of the character also increase by the character's using them. The more difficult a situation in which an ability is used is, the more the ability increases. This way, skill proficiencies, spell proficiencies and the two aspects of the character increase (corporeal when performing physicall work, spiritual when performing mental work). 

So the RPG system of character building is seamlessly combined with the story or in-game activities. That means: no experience points to distribute with those plus signs at the attributes in your character sheet when you got level-up in most games. Everything is in-game. There won't be much numbers in GUI (if any).

Talking to other characters 
T
he player may talk to non player characters (NPC-s) in the game. Each NPC maintains an attitude toward the player. The initial attitude, gains and losses depend on manipulation skill and the difference in alignment between the player and the NPC. A dialogue is described as a series of conditioned or unconditioned dialog nodes. 

Trading with other characters 
T
he player may sell items to specific NPCs and merchants. The merchant decides which objects from the player's inventary she would buy, and sets the price of the whole. The player may decide to exclude certain items from the offer, after which the merchant states her last price. If the player decides to take it, the items and cash change hands.

Alternative routes 
C
ertain skills (eg. acrobatics) enable the character to take alternative routes. This may help her evade enemies or an obstacle or spend less time. 

Side quests
S
ide quests are quests that are not necessary to solve for an episode to end. Random quests are generated by the logical engine (storyteller) and integrated into the script of the episode. The quests are either NPC, location, prop or item based (originated). Activities are similar to random quests, but only take one step (healing another character, repairing someone's wagon...). They require certain skills and time units to be spent.
  

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