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Mist Legacy News

Let's Fight!

Greetings!

Let's shuffle the end game gameplay a bit. We did a lot of modification on combats and equipment to ensure that the game can progress in the right way for the future content. Check out the details in the changelog and also check your existing equipment for modification on stats and special power.

On the fashion side, you will receive the city’s cape and tunics that were supposed to be rewarded for reaching 64 in reputation. Well, they have special powers and emblems slot too, but even if they are no use for your combat style, they sure look nice to wear.

As we stated yesterday, this is our first "breaking-changes" update that we wanted to do at the start of the summer. When we opened Garrun'gol last week, it showed us some weakness that we had to address in combat and gears. We really hope you will like our solution in the current update.

Thanks,
Virtys
Changelog

[h2]June 10 - Version: 0.1.20.0[/h2]
[h3]Features and Changes[/h3]
  • Use /me in chat for emote

[h3]Fixes[/h3]
  • Fixed a bug on NPC stores
  • Fixed Stone Workshop color
  • Fixed the bug on temporary lost weapon after a companion upgrade.
  • Fixed a targeting issue with adjacent targets during a fight with summons.

[h3]Content Changes[/h3]
  • Season 3
  • Solo and heroic version adjusted for new season.
  • Army of darkness heroic version.
  • Mo'gul heroic version.


  • All rifts now train mist skill correctly.
  • New tabard and cape from cities to raise the quantity of wearable emblems to 4, up from 2.
  • All the new capes have a special ability.
  • Badge effigy quantity requirement lowered to 1 down from 10.
  • Insignia effigy quantity requirement lowered to 3 down from 30.
  • Many shirts and pants now gives magic defense and special protections.
  • The quantity of monsters in Garrun'gol has been slightly reduced.
  • The Great Fear event has been changed so that it should be a little bit easier.


  • Magic Barrier now has a CD of 4 turn, down from 5.
  • Total dodge chance capped at 35%, except for the Evasion talent, which is not capped.
  • Storm base damage is now 20. Up from 15.
  • Cyclone hit count is now 6. Up from 4.
  • Fireball 2 base damage is now 30. Down from 40.
  • Tornado 2 base damage is now 30. Down from 40.
  • Dancing Slice buff is now for 1 turn only, instead of 2.
  • Light Flash chances to hit reduction lowered to 12% down from 15%.
  • Luminous Veil chances to be hit lowered to 12% down from 15%.
  • Runesculptor Hammer dodge chances lowered to 20% down from 30%.
  • All heroic and solo version bosses, including Mo'gul, Ash and Cyclotus, now have a 30% magic damage protection.

Roadmap to the Release!

Greetings Mistwalkers!


[h2]The Story so Far[/h2]
We’re now 8 months into Mist Legacy’s Early Access, and it's time to announce the long-awaited release date. But first, let’s wait a tiny bit longer and take a look at what’s been happening up until now.

We have had at least 30 content updates as well as a healthy number of patches to fix technical issues. Some of which have been done in the middle of the night when we know we probably should have been sleeping. But they were worth it, because, all in all, we now have a robust game framework that we consider ready for the next step.

The game has had about 46,000 playtesters - an impressive number considering that there hasn’t yet been a big marketing push for the product. More importantly, it was enough players to really test the game without the community becoming too big for our small team to handle.

Speaking of the team, you may not have realized but Mist Legacy is currently being developed by a 4-person team. As you might guess, creating an MMORPG with a team of this size is a titanic challenge, and we’re very happy for the trust that you have put in us over these recent months.


[h2]The Roadmap to the Release[/h2]
So, without further ado, September 13th will be our official release date. That means we have 3 months left of Early Access.

Our focus this summer will be on balancing the end game and polishing the early game. That means you can expect "breaking changes" in the next few weeks. It's the best time for us to do it because we have just a few months left to ensure everything is fixed up and ready. The end goal of all our summer changes is the construction of a solid foundation for the official release.

The team will also have to work on all the invisible behind-the-scenes tasks that we’ll need to complete before the official release, including server upgrades, bug tracking improvements, translation tools, support tools, marketing, press kits, community management improvements, website improvements, test servers, and more! All those things will help us build a bigger and better community when the game goes gold.

We will have a new summer event starting soon! The Valantom festivities are a little overdue. Also, we expect that we’ll have other new content updates during the summer - just expect to have some delay between them.


[h2]Our Lives Post-Release[/h2]
What will change after release? The first thing is the number of players online. As we’ll have active marketing for the game, we should have more players coming in, and a more populated world.

Our guess is that we’ll have another server added for the release. That’s not only because of the potential influx of too many new players, but also we know that after 11 months of Early Access, some of you may feel like the time is right to start over with another character in a brand new realm.

The team will continue working on new content post-release. We should be able to add even more updates as the foundation of the game will be more solid. Rest assured, we still have plenty of stories to tell and difficult challenges for you in the future!

Regarding the team, we are prepared to grow with the community; having a bigger team will help with all aspects of the game.

After the release rush has passed by, the team will determine if the game will be heading to new languages and/or new platforms, but that's a story for another time.

As always, thank you for playing our Early Access, we couldn’t do it without you!

Virtys

Garrun'gol


Greetings Mistwalkers,

The Arcanists are requesting your help with their "study" of the Garrun'gol cavern. This adventure is our first release of content unlocked by reaching the 50+ reputation level.

We also tweaked a few existing quests to help the progression on some other reputations.

The update include many quality of life improvement on the map like the level selector, the monster viewer and some other cool features (see the Changelog).

Thanks you for playing with us!
Virtys

Changelog

[h2]June 2 - Version: 0.1.19.0[/h2]
[h3]Features and Changes[/h3]
  • The map can now display all resources type at once, and filter by level.
  • The map can now display creatures in regions.
  • The map can now be zoomed in and out using the mouse wheel.
  • Substances item description now enumerates from what creatures they drop.
  • Newly recruited golden companion will now come with a basic weapon already equipped.
  • A trade can now be initiated from the chat window while being in the domain.
  • All faces graphics have been tuned so that the eyes glare is more neutral toward their face direction instead of some having a weird look.
  • Some faces are now smoother.

[h3]Fixes[/h3]
  • The wait button cannot be spammed anymore to trigger monsters faster.
  • Fixed the market bug where on some items, the name would be wrong.

[h3]Content Changes[/h3]
  • A new dungeon containing 6 bosses with a series of quests with the Arcanist to unlock 6 spells. Including the tree last tier spells.
  • Kortombourg authorities created two new bridges outside of the city to reduce traffics in its capital.
  • Reduced guild wars startup at 31 of reputation.
  • Added a new craft daily in Thorval.
  • Fixed Sahranna hidden weekly quest.
  • Vicious Hit initial damage now takes into account the weapon damage.
  • Some changes in weapon poisons, notably, the poisonous effect which now stacks.

Palenne & Ovie

Greetings Mistwalkers,

Here is our complementary update for last week release. Those two companions were supposed to be part of the update but could not make it. We also have done a few adjustments to the end game balancing and included some cool quality of life improvements.

Our next few updates will be about very specific game features that we wanted you to have before we go on continuing the main storyline.

Thanks for playing!
Virtys

Changelog

[h2]May 25 - Version: 0.1.18.3[/h2]
[h3]Features and Changes[/h3]
  • New map locations visual.
  • "B" to open coffers in the domain.
  • "Escape" now closes the rankings window.
  • "Spacebar" now works for quest items that are on the ground.

[h3]Fixes[/h3]
  • Fixed an issue where the craft quantity would not reset to 1.
  • Fixed the missing building achievements.

[h3]Content Changes[/h3]
  • Palenne companion is now available. (Healer, Max level 45)
  • Another Ovie upgrade. (Max level 45)
  • The tamed bear, worm and Tortolion max level raised to 40.
  • New domain building: Headquarters.
  • Brosa's escort quest should be easier now.
  • Base transport capacity on hero raised from 500 to 1000.
  • Fire, Water and Wind mark raised to 15%
  • Fire, Water and Wind fibula raised to 25%
  • Mark of magic raised to 10%
  • Fibula of magic raised to 20%
  • Damage buff for some elemental spells.

Guild and Cities

Greetings adventurer!

Today we are offering you an update that will allow you to get to the next level of each reputation levels. Most of the update is focused on high-level players but we also included low-level quests aimed at smoothing the player progression related to reputation.

This update mark an important milestone as you are now (skill-wise/reputation-wize) where we wanted the players to be at the end of the early access. This mean that for the few next updates, the new content should be about new gameplay at a similar difficulty. This will include new companions, new territory and improving the work related to storytelling. To give you an example, let say we want to give you a new sword recipe, we will most likely create a quest for it rather than relying on reputation.

For those who like the new boss ranking system, be warned that a new season is starting today. With all the new stuff available, you should be able to beat your previous score by a lot!

For the fine prints, see our changelog. But be warned that many things are not on the list, you will have some exploring to do.

Thanks again for playing with us!
Virtys

Changelog

[h2]May 17 - Version: 0.1.18.0[/h2]

[h3]Features and Changes[/h3]
  • Non-premium account can now create up to two characters per server.

[h3]Content Changes[/h3]
· Season 2 started.
· Player max level raised to 50.
· 5 New building spaces in the domain.
· Skill cap raised.
· Next level of reputation in cities and guilds.
· New set of buildings.
· New set of harvesting tools.
· New set of level 5 resources.
· 2 new cart recipes.
· 9 magic weapon recipes.
· 3 rare magic weapon recipes.
· New mechanoshields recipe.
· Valliant armor.
· A new guild war reputation concept. Select the guild you want to prioritize.
· New quests and dailies.