LOCATIONS
Locations are separate parts of Mistmare world
(such as city streets, barber shops,
blacksmith huts, and the like), which are entered
and exited through entrances and exits.
FOG ARENAS
Whenever you venture into the Fog, you face the
danger of its mind-destroying powers: nightmare
creatures appear all around you, and only a warrior of proper skill and abilities can defend himself from such adversaries. Passage through the
Fog is represented with Fog arenas in the world of
Mistmare.
Fog arenas are special locations, which appear as
you enter the Fog, either as a part of a side quest,
or when traveling between cities. A Fog arena is a
world turned dead, full of unknown traps and
creatures. You are required to safely exit the arena
and proceed on your journey, only if you manage
to survive it, of course. Fog arenas are exited via
visible arena exits.
Time passage and time management
In Mistmare, time passes only when certain timeconsuming actions occur between the character
and the world. This means that no time passes
when you simply stand in the street, or perform
less demanding actions, such as talking to
characters, or when fighting enemies. On the
other hand, picking a lock, meditating at a shrine,
or using the sleeping bag will time.
Time passage is indicated on the date and time
corners in the lower bar of the main screen. The
left corner displays the current date, and the right
corner represents the time of day, and is animated
to indicate time passage accordingly.
Each episode in the game has a fixed maximum
number of days (in gametime terms) available to
complete it. The storyline goals can usually be met
well before this time limit expires, so you are able
to use any extra time available to venture on side
quests and enhance your character abilities
through building points.
Bonus time
If you finish a game episode’s storyline earlier
than the episode time limit dictates, you will have
additional time available to enhance your abilities
with side quests or building points, before you
proceed to the next episode. This is
called bonus time, and you might
choose to spend it immediately, or carry it
through to the next episode, where it will be
added to that episode’s time limit.
When playing the game, you will be asked
whether you want to proceed to the next episode.
Use this time wisely to prepare for the challenges
ahead.
Note: Each extra episode will automatically add
some reward bonus days to your bonus time pool.
Time locking
Some of the events in the game are
time-dependent,
when the game can lock its time, not allowing it to
pass beyond a certain limit until the task is met. This
forces you to proceed with playing the main storyline,
and temporarily prevents non-storyline actions (such
as side-quest actions or building point actions until the
current storyline goals are met.
Note: When the game locks its time, a message
“Time locked” will appear in the main interface.
The journal will usually indicate the reason for
locking, and instruct you on how to proceed
playing the main storyline.
For example, an important character in the game
will instruct you to meet him in exactly two days.
You might use those two days to read books or
pray in the nearby monastery. If you go to the
monastery and use the pray action on its altar, a
defined time period will pass (say, six hours).
If you repeatedly pray eight times – two days – the
game will lock its time and force you to proceed
with the storyline the pray option will no longer
be available on the monastery altar. After you meet
the character, the time will unlock and enable you
to proceed freely.
Resting
You can rest by using the standard
Inquisitor issue sleeping bag in your
inventory. Through resting, you can
increase your stamina limit on
demand, at the cost of
spending time.
IMPORTANT PLAYER COMBAT PROPERTIES
The two most important player properties in
combat are health and stamina, which are always
shown in the main user interface as the red
(health) and blue (stamina) bars at the bottom of
the screen respectively.
Health
The
health (red) bar
is diminished when you
are hit by enemy strikes or spells, and
automatically grows when you rest. When the
health bar is exhausted, you will fall unconscious
and wake up in the home location of the current
episode.
Stamina
The stamina (blue) bar defines your current
ability to strike an opponent, or cast a spell.
You will spend stamina with combat actions, and
different schools of combat, and different spells
have different levels of stamina burn (usage).
If your current level is too low for a particular
strike or spell, you have to wait for your stamina
level to grow, or choose a less demanding offensive or defensive move.
Current stamina and stamina limit
The stamina bar indicates two important
aspects: the current stamina (deep blue color),
and the current stamina limit (pale blue color).
The stamina limit indicates the maximum
stamina your character can have at any given time.
Stamina
is used to determine the capability to
strike in combat.
Stamina is decreased when
using combat strikes
. The stamina grows auto-
matically, when the character is not attacking.
The stamina limit is used to determine the capability to cast spells and perform adventuring
actions. Therefore, the current
stamina limit is
decreased when using spells or
adventuring action
s. The stamina
limit grows automatically when
the character is not perform-
ing an activity, and can
be increased on-
demand through
resting (described
in the “Time Passage and Time Management” section of this manual).
H
EALTH AND STAMINA INDIC ATORS
1. Health bar
2. Stamina bar
3. Current stamina limit indication
4. Current stamina indication
Reference Chart
The reference chart gives you an overview and
explanation of the three Spheres of Life and the
connections between all derived statistics and
character properties. You can examine the reference chart by pressing the REFERENCE (BACKSPACE) key.
PLAYER DEATH
The good news is that you cannot die in the
Mistmare world. When your health drops to a
minimum level, you will fall unconscious and
wake up in the starting point of the current
episode.
If you lose a fight, you are able to regain your
health while visiting certain areas to improve your
combat and magic skills. You can then, try combat
again using your newly acquired powers.
Hint: If you win a fight, the defeated opponent
will usually leave some items behind for you to
pick up as a reward (explore the defeated enemy
by clicking on interaction on the corpse).
GAME WORLD
AND TIME
EPISODES
The game is divided into episodes, each of which
represent independent parts of the game
storyline. Each episode is usually set into a city, but
you can not proceed to the next episode until the
goals of the current storyline are met.
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