When the player party visits ruins, caves, and other explorable dungeons, the game system will automatically generate local adventure maps with single or multiple layers.
A local adventure map consists of rooms of various sizes, and the rooms are linked by corridors. On local adventure maps, the player party will encounter monster groups and other adventure elements, such as assorted treasure chests, traps, etc..
In the real adventure, the room structure and adventure elements of each dungeon are all unknown in the beginning. The player party needs to explore and reveal the whole dungeon.
New item type - Potion
Added 12 kinds of potions:
- Heal Potion
- Remove Fear Potion
- Shield Of Faith Potion
- Mage Armor Potion
- Bull's Strength Potion
- Cat's Grace Potion
- Bear's Endurance Potion
- Fox's Cunning Potion
- Owl's Wisdom Potion
- Eagle's Splendor Potion
- Aid Potion
- Heroism Potion
Added Heal Potion x2 to player party's starting assets
Have a chance to obtain various potions after winning new challenges
Have a chance to purchase various potions in Shop
New standard action: Use Item
Boots of Levitation functions correctly now (thanks orensatov)
- Treats all difficult terrains, including caused by spells or creatures, as normal terrains
- Immune to Web, Grease
When Helpless, treat Str score as 0 in Combat Maneuver Defense formula (thanks tudou684)
When Helpless or Grappled, doesn't provoke opportunity attacks by Irresistible Dance
More serious conditions (Helpless, Paralyzed, Irresistible Dance, etc.) cancel Defending and Grappling (thanks tudou684)
Removed incorrect Full Attack bonus for Irresistible Dance, Power Word Stun, Power Word Kill (thanks zyzy66)
Adjusted temporary HP provided by Aid, False Life, Death Knell, Divine Power, and Greater Heroism
Backup saves automatically before load and convert old version saves
Optimized rewards UI
Noncombat Skills
Noncombat skills are a variety of abilities that can be used outside the battlefield, such as Listen, Search, and Disable Device, etc.. The specific value of each skill of a character depends on character's level, related ability modifier, and other miscellaneous modifiers.
Commonly Used Skills in Dungeons
Listen: Use this skill to hear monsters behind a door, to detect someone sneaking up on you from behind, or to eavesdrop on someone else’s conversation.
Search: You can find hidden treasure, traps, and other details not readily apparent.
Disable Device: Use this skill to disarm a trap, jam a lock, or rig a wagon wheel to fall off. The use of masterwork thieves’ tools enables you to make the check with a +2 circumstance bonus.
Skill Checks without Rolls
Unlike common attack rolls in combat, for most skill checks, when you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take the best result directly!
Concept of Time
Many things in the adventure involve the concept of time, such as travel, delivery goods, the consumption of supplies, and so on.
Time passes quickly by hours and days when you travel on the world map. When you explore dungeons, the concept of time will be presented in the fine level of minutes and seconds - moving between rooms and corridors takes only a few seconds, and listening carefully to monsters in a room or searching traps takes a few minutes.
Advanced Facilities in Cities
Unlike small villages that are sparsely populated and slow growing, adventurers can do much more in prosperous big cities: more formal adventure gear stores, more exciting wondrous item shops, and temples that selling various potions and scrolls.
Low Magic? High Magic?
As the name implies, the main story of Low Magic Age occurs in a low-magic world, at least in the early and middle stages of the adventure. But this does not mean that we must forbid the use of potions, scrolls and other relatively high-magic items. Especially the Potion of Heal and Scroll of Resurrect, they are essential for a smooth adventure. So, in normal and easy game difficulty, we'll allow players to obtain and use these items relatively easily.
This is a typical example of balancing reality and gameplay. Of course, in the meanwhile we will provide more challenging difficulty options that limit the use of these items to bring different adventure experience.
Carrying Capacity and Trading Goods
In the Arena mode, players only need to think about the load condition of the character himself. In the Adventure mode, we added two additional concepts about the load:
1. Carrying capacity of party backpack: All the unused equipment and other adventure gears are stored in the public party backpack. The carrying capacity of party backpack is the sum of party members' carrying capacity.
2. Carrying capacity of trading goods storage: The trading goods storage is an independent space for storing and delivering trading goods. Different from common retail items, trading goods are for wholesaling only. The total weight of goods is often unexpected. So the carrying capacity of trading goods storage must be considered carefully.
Every adventure party is initially equipped with the default trading goods delivery method that provides the carrying capacity usually ten times the base carrying capacity of party. With the adventure goes on, the party can obtain or upgrade to bigger storage and supporting delivery methods.