Gameplay

From Meridian 59 - Open Source Wiki
Jump to: navigation, search

Outdated (101/102) Documents

Creating a Meridian 59 character

First steps in Meridian 59

Quick command reference

User interface

New Features for 103

Coming from classic Meridian? Here are the new features you should know about.

The spell Conveyance will transport stacked items to your vault for the shilling cost of depositing them.

A Reagent Bag can help you stash reagents so your inventory is much less cluttered.

You will see anyone that you can attack as a red halo on the minimap.

A vast number of safety issues and bugs have been fixed.

You can gain Training Points through a variety of actions. Use the spell Meditate to spend these Training Points to improve skills and spells.

Agility and Aim have increased value in combat calculations and damage calculations. Melee weapons use their primary stat for damage (Scimitar Agility, Fencing Aim, Hammer/Mace Might).

You can now improve buffs passively by fighting with them up.

Intellect and Mysticism give damage bonuses to all attack spells.

Magic weapons now show up as orange-titled when looking at a list of items.

You can use the spell 'Phase' to simulate logging out without actually closing your client.

You can now officially build as a group. Simply kill monsters on the same screen as another builder to give each other increased XP towards your next hit point. Grouped characters will show up as green halos on your minimap.

Meridian 59 Gameplay

F.A.Q.

Frequently Asked Questions

Stats

Every starting adventurer begins with a combination of 200 stat points.

Stat Description
Might A measure of physical strength and carrying capacity.
Intellect A measure of mental strength and learning capacity.
Stamina Tough adventurers can take more punishment and recover faster.
Agility Quick adventurers are better at the defensive arts.
Mysticism Every adventurer has a certain capability for magic and mana.
Aim A true aim will help attacks land on enemies.

Sample Builds

Click Here To See Some Recommended Builds

Skill & Spell Schools

There are seven major schools of abilities in Meridian 59. You may work your way up through them in any combination you choose, limited only in total sum by your character's Intellect. Smarter characters can learn more spells and skills total.

Aside from the non-magical fighting abilities of the Weaponcraft school, the magical schools are named after, and powered by, their sponsored God. According to legend, the Gods were once great adventurers who became one with the source of all magic in order to save the world. Ever after, the pathways to power they formed remained open, allowing others to follow in their footsteps.


Name Primary Stat Description
Weaponcraft Various Based on Might, Stamina, Agility, and Aim, this is the school of physical combat.
Kraanan Stamina The warrior god Kraanan offers a range of offensive and defensive buffs.
Shal'ille Mysticism The goddess of goodness and light offers holy followers powers of healing and defense.
Qor Mysticism The goddess of evil and darkness offers unholy followers murderous capabilities.
Faren Mysticism The god of nature empowers his disciples with mastery over the elements.
Riija Intellect Disciples of the trickster god employ illusions and stealth to great effect.
Jala Intellect The goddess of Bards offers numerous magical songs that can both help and harm.
Banditry Various This tricksy school allows proficiency with daggers and increases combat capabilities.
Sorcery Various Long forgotten (until now), these lost arts modify your spells.
Witchery Various School of curses, allowing you to reduce your enemies' resistances and sap their lifeforce.

Items

Weapons

Armor

Food

Reagents

Misc

Mechanics

Damage


World

Mainland

Ko'catan Jungle

NPC's

Monsters

Positive Karma

Neutral Karma

Negative Karma