Terrain
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Different areas of Nightmist have distinct biomes and these can subtly affect the performance of your character. These are internally known as 'terrain types'.
Nightmist has nine different terrain types
Contents
[hide]Normal / Unclassified
- No effects
Some areas have no assigned terrain type or is otherwise unspecified. No additional effects are applied to character.
Most city streets are this, as are most combat arenas. Regular paths through open fields tend to be this as well.
Wetland / Underwater
- Chance to hit reduced by 50%
- Chance to fizzle increased
When you're wading or swimming through water, your combat prowess is significantly reduced. Spellcasters are not as adversely affected as physical attackers, but their chance to fizzle is notably increased.
Streams, rivers and other bodies of water are of this type, although some cramped corridors and deliberately disorienting rooms are set to this type to stimulate the perplexion.
Forest
- Elf damage increased by 5%
- Half-Elf damage increased by 2.5%
- Druid damage increased by 10%
- Druid chance to hit increased by 10%
- Can forage for fruit and other edible items
- Can use Grasping Vines
Forests are the source of power for elves and druids, so an elven druid is truly a force to reckon with when surrounded by Gaea's glory, since the individual bonuses stack on top of each other. Food can be foraged by the naturalist classes, while sufficiently skilled druids can call upon the plants to ensnare their enemies.
Lush forests rich with life are of this terrain type, as well as some wild prairies. Dark, dead or corrupted forests are likely to be shady or enchanted instead.
Underground
- Dwarf damage increased by 5%
- Half-Dwarf damage increased by 2.5%
- Dark-Elf chance to dodge increased by 10%
- Dark-Elf heal penalty is nullified
- Stormwrath does not work
Shady
- Dark-Elf damage increased by 5%
- Assassinate damage increased by 10%
- Assassinate and Smite chance to hit increased by 10%
Dark, foreboding or corrupted woodlands are shady when the flora and fauna are not so welcoming, as are the interiors of many buildings and other shadowy locales.
Sacred
- Healing power increased by 10%
Graveyards, tombs and crypts are of this type, along with some temples, although if they have been corrupted or repurposed they may be shady or enchanted instead.
Enchanted
- Spell damage increased by 10%
- Mana recharges 5 times faster
Druids can draw the same amount of arcane augmentation from their natural habitats, and elven druids more so, but enchanted areas do have the bonus of allowing their mana to regenerate more quickly.
Places populated by magic users or a strong source of magical energy (which may be supernatural in nature) are frequently of this type.
Churches are also enchanted, the holy magic within allowing magic users to rest and reflect so their mana recharges faster, which can be extremely useful during the first few levels of training when one's mana pool is extremely small.
Mountainous
- Characters get hungry twice as fast
- Ranger chance to hit increased by 10%
As the name implies, rugged, high-altitude terrain is of this type, as are wide expanses in colder climates.
Desert
- Characters get thirsty twice as fast
- Can forage for water
Deserts, badlands and other barren terrain in hot climates are of this type.