The outer world
The outer world
Would you like to know how travelling, quests, items and NPCs work together in MMX? Then today’s post is for you!
Your journey starts in Sorpigal, a former smuggler’s nest full of surprises.
The beginning of time / dawn, day, dusk and night
The game starts at 8:00 a.m. Good morning! From now on, your party is subdued to a permanent alteration of dawn, day, dusk and night. Dawn currently starts at 08:00, day starts at 10:00, dusk starts and 18:00 and finally night starts at 20:00. It’s hard not to notice, because when a new day is dawning, you hear a cockcrow, while nightfall is indicated by wolves howling. Also, there’s a short text message telling you when the day begins or when the night closes in. However, if your party is resting during the transition, there will be no explicit signal. Dawn and dusk may only be kind of a (shorter) time - transitions between day and night, but they stand out visually and there might be some quest which can only be accomplished during a specific time.
Impression of dusk in MMX
Impression of dawn in MMX
Sorpigal has an interesting nightlife (and even an underground scene, which is not shown in this picture).
The passage of time
Time is measured in minutes and hours. 60 minutes equal one hour, 24 hours equal one day. Sounds familiar, doesn’t it? Time passes every time your party enters a grid tile. Depending on the whereabouts of your party, this consumes different amounts of time. Entering a tile on the world map costs 15 minutes, while one step in a dungeon or city costs only five minutes. Other actions that cost time are travelling and resting. For travelling, it differs, while resting takes eight hours each time. (I wish I would get that much sleep!)
The content of each tile (terrain or objects) on the mini map is blank by default. Only when your party gets closer, the map and mini map surrounding them will reveal their content. Once a tile has been revealed, it will stay that way for the rest of the game. The exploration range can be increased by hirelings.
The visualization and the options within the mini map (and the area map) in general are still work in progress and we’ll provide you guys with more details on our plans for it soon.
The type of terrain your party is walking on can have an impact on exploration. A certain terrain (e.g. water) can be blocked for your party unless they have a certain blessing. However, the type of terrain has no influence on the time passing with each step your party makes.
Your party can travel quickly from traveling stations to travel destinations.
There are three modes of transport in the game:
Travel stations consist of an NPC together with a travel destination. You have to discover them first before you can use them. By talking to the NPC, your can select a travel destination and teleport there. Each travel route has a gold price and a duration, and you can only travel from travel stations to travel destinations of the same type.
Please note: Quick Travel is not yet implemented in the Early Access Version of MMX. We’re still working on it, and it will come with the release of the full version.
Your party can do quests in order to gain experience, gold, items, or to unlock a travel destination. Quests are issued by NPCs you meet along the way. Each quest consists of one or more quest steps, and several quests can be tied together into a quest line. If your party accepts a quest, it will stay in the quest log until you complete it. No need to hurry!
Besides, there are situations in which you can choose which quest you want to approach next, so if you find a quest too hard at that moment, you might like to do a different one first and get back to the other one at a later stage.
Dunstan is one of the nice people of Sorpigal who will give you a quest.
There are different types of quests, which have different priorities and are sorted by priority in your quest log:
● main quest (always on top position of lists)
○ completing steps of this quest line advances the story
● promotion quest
○ complete such quests to be promoted to an advanced class
● grand master quest
○ complete such quests to be allowed to unlock the grand master tier of a skill
● side quest
○ general quests of all kinds
● ongoing quest
○ long term quests spanning the whole story and world
Epic Loot, items and inventory
There are four general ways to get items in the game: monster drops, quest rewards, NPCs and treasures. And once you get an item, you have to put it somewhere. Your characters probably don’t want to carry lots of stuff in their hands while exploring the world. That’s when the inventory is for. Your four party members share it among them. Are you a pack rat who needs a big backpack? There’s a hireling for that!
Each item you get can be stored in a single slot of the party inventory, however consumable items (like potions) are stackable. Most items can only be equipped in the dedicated slots of the character equipment, and some require a certain tier of a certain skill in order to be equipped.
To the left: the individual character sheet, to the right: the shared inventory
Some items can be bought from and sold to NPCs, some can break and be repaired. Some items can be consumed, but they can’t be dropped to the ground.
(However, you can decide not to pick up loot from a chest if you don’t want to. And if your inventory is full and you kill a monster, the superfluous loot will stay on the ground until you pick it up.)
Some items hide their attributes except for class, type and subtype until they get identified. Before that, they cannot be equipped, and they will only sell for a very small price. There are several ways to identify an item; one of them is to pay an NPC to do it.
Items are categorized into the following classes:
● armor (increases armor value)
● jewelry (no general effect)
● shields (increases armor value)
● melee weapons (add melee damage and critical melee damage)
● magical foci (increase critical damage for spells)
● ranged weapons (add ranged damage and ranged critical damage)
● potions (consumed upon usage)
● scrolls (consumed upon usage)
An enchanted Dagger
Except for consumable items, all items can have up to two enchantments. Different item classes and types have different pools of possible enchantments. Enchantments are indicated in the item name by a prefix (e.g. Fire Dagger) or/and a suffix (e.g. Dagger of Might).
Prefixes relate to one of the magic schools and their effects. They can for example add elemental damage, or increase protection against the corresponding school. Suffixes on the other hand are more versatile, they can consist of any combination of several conditions, a chance and an effect.
In contrast to the ordinary generic items, relics are unique. They are assigned to a certain class, type and subtype, they can have more than two enchantments, and they can level up, which also has an impact on their attributes. While equipped, relics receive the same amount of XP their wielders are receiving.
Relic tooltips will look different in the final version; we’ll add a description and indicate the level of the relic.
So, if you want to know more about how the land lies in MMX, why don’t you check it out for yourself? The early access version is already available!