******* Mortal Online Thread *******

Permabanned
Joined
15 Sep 2006
Posts
4,642
Location
Somewhere in York
headerbig02.jpg


Official Website:
http://www.mortalonline.com/

****Beta Signup!!!****: http://www.mortalonline.com/beta/

Videos:

1. http://www.mortalonline.com/videos
2. http://thepiratebay.org/torrent/4782281 (Newest Video)

Screenshots:

04_AggressivePlayer.jpg


05_SalutingPlayer.jpg


03_DeadPlayer.jpg


02_FightingPlayers.jpg


01_KhuriteVillage.jpg


TindremWIP.jpg



Q: What is Mortal Online?


A: Mortal Online is a first-person MMORPG in an open player-controlled fantasy game world for the PC. Player versus Player (PvP), or rather Player to Player interaction plays an important part in Mortal Online as trading, learning, combat, rumors and alliances are largely dependent on communication between players.

Our approach to character creation, character progress and skills are to get away from hours and hours of pointless grinding and quickly immerse you into the community – once there, your real journey begins.


Q: What classes will I be able to play? Are there class restrictions?

A: Classes in Mortal Online will work rather different than in most other MMORPG's. You don't begin the game as a specific Class, although you may choose from different presets to get some help along the way to become one. Classes are managed by special Guilds in the game (meaning "traditional" labor- or profession-guilds like merchant-guilds, blacksmith-guilds, thief-guilds and so on) where you have to apply and get accepted to get the specific Class-title. (You may choose whether to show the title publically or not). Classes will have prerequisites in the form of skills, attributes or sometimes even things like reputation, social status or wealth. In essence, you will have to give up certain attributes and/or skills in favor for others, meaning your choice of skills will be restricted. In turn, you will benefit from certain Class-bonuses as long as you stay true to your Class by meeting the prerequisites. Whether it's worth to make that sacrifice or not is of course up to you. You will have many different classes to choose from ranging from the traditional warrior, thief and mage types to some special classes intimately connected to the game world. Also, some classes are reserved for veteran players.

Mortal Online will have class restrictions for several reasons, the main one being that we want to encourage interaction between players. For instance, forming an independent guild that can manage entirely on its own will require a broad spectrum of characters, not just a few with all the necessary skills. The same goes for the lone wolf warrior; to be really successful in the world you need to interact with other characters by studying for them or at least by purchasing crafted goods you cannot make on your own.

You are not limited to one character and one class though. Your Deva (account) can hold several characters that will benefit from each other in different ways. .


Q: How many character levels are there in Mortal Online?

A: None. We have no levels and therefore no level restrictions - i.e. certain levels needed to reach an area or to be able to handle a specific sword. You are free to travel the world in any way you like, limited only by the terrain, mode of conveyance or dangers in the environment. In the same way you can use any sword you like, provided you have the necessary skills to wield it.


Q: How does the skill system work?

A: Skills are very important in Mortal Online, as they define what you can and cannot do, sometimes even what you can and cannot see. The skills you can learn are restricted by your class, this means that a warrior cannot learn each and every magic school, for example.

Two types of skills are Action Skills and Learning Skills. Action Skills will typically be trained by being used in the game, while the majority of Learning Skills are trained in the background and requires some time.

To lessen the tedious work of training a character from scratch, if you for example want to alternate your play time between a mage and a blacksmith, we have a group of skills called World Skills. The World Skills are connected to your Deva and will improve no matter what type of characters you are playing. This way if one of your characters for example explore the map or learn about history, so does all of the other characters connected to your Deva.

More intricate details of how the skill system works will be described later.


Attributes and Skills Overview:

AttributesAndSkillsOverview.jpg


Attributes
Your character will have different types of attributes. Here are the three most important ones:

Basic Attributes contains your Name, the Name of your Deva, Race, Sex, etc. Most of these attributes are permanent or at least won’t change very often.


Primary Attributes are attributes such as Strength, Dexterity, Intelligence, etc. These are the attributes that define the core of your character and gives you the possibility to train certain skills, and limits to what extent you can train others. You start the game with a certain amount of points that you distribute on the different attributes, and when playing the game you will slowly improve the attributes by using skills. Also, improving an attribute will give every skill based on that attribute a small boost. However, the Primary Attributes have a "cap", meaning once you have reached a certain number of points in all your attributes, you cannot increase them anymore, at least not in the usual way. To increase your Strength for example, you’ll have to obtain those points by decreasing another attribute of your choice. This means that you can never max out on all Primary Attributes, rather you’ll have to choose what will be the strengths and weaknesses of your character.

To sum it up:
1. A Primary Attribute increase when using a Skill connected to the particular attribute
2. Primary Attributes have a common cap


Secondary Attributes are attributes that are calculated from other attributes, like Health, Mana, Stamina, Movement, etc. Skills may also affect these attributes.


Skills
There are two main types of skills in Mortal Online: Primary and Secondary Skills.


Primary Skills
The Primary Skills are the most basic skills in the game and also the foundation for the rest of the skill tree. All characters have these skills from start, but it’s up to you which of them to train. The different Primary Skills “unlock” different Secondary Skills in the skill tree; for instance you will need to train the Primary Skill “Acrobatics” to a certain value to be able to learn the Secondary Skill “Climbing”. Like the Primary Attributes the Primary Skills have a common cap, meaning you can never fully train each and every Primary Skill. It’s up to you to find the perfect balance for your character, as you can train and untrain these skills how many times you like.

Secondary Skills

The Secondary Skills are the bulk of the skill tree. They are of a vast number of skills that are connected to each other in a very complex network. Secondary Skills have to be discovered and learned in the game by books, tutoring and/or to a lesser extent by other means like magic or achievements. The prerequisite of a Secondary Skill may be another Secondary Skill, a Primary Skill, any Attribute or any combination thereof. For example, learning the Secondary Skill “Advanced Poison Making” may require you to have the Secondary Skills “Beast Lore” which in turn is based on “Zoology”, as well as “Poison Making” that is based on “Basic Herbalism” that is based on “Botany” and so on.

The major difference from the Primary Skills is that Secondary skills don’t have a common cap. You can learn any number of Secondary Skills you like, but the skills you can learn are restricted by your Attributes and Primary Skills. The restrictions also mean that if you “untrain” a Primary Skill or Attribute that is a prerequisite for one of your Secondary Skills, you won’t be able to use that Secondary Skill any more. However, should the prerequisites once again be met it can be used as before (so you don’t have to train it over again). In short, you can explore any area of the skill tree without the fear of getting stuck, as you can always “leave” and “come back to” your Secondary Skills that are already trained with the help of a little time.




Skill Categories
Every skill in Mortal Online is either an Action Skill or a Learning Skill. Some of the Secondary Skills are also tagged as Deva Skills (or “Account/World Skills”).


Action Skills
An Action Skill is trained by using it in the game. By using your Arming Sword you train the skill “Arming Sword” (and also, to a lesser extent, the skills and attributes that have a connection to it like “1H Swords”, “Light Weapons”, “Strength” and “Dexterity”).


Learning Skills
A Learning Skill is passively trained by “reading a book” or “studying it mentally”. This takes time, and the more difficult the skill, the more time it takes. You can only train one Learning Skill at a time, but during that time you can of course train any number of Action Skills as their training is dependent on your actions in the game. Although most Learning Skills are passively trained, some of them will also benefit from certain “actions” in the game, i.e. the Learning Skill “Zoology” might increase each time you discover a new creature. (In this case, the skill don’t have to be the one “currently studied” to increase.)


Deva Skills
Some of the Secondary Skills are tagged as Deva Skills. (The Deva is your “shared soul” that connects all your characters on your account.) When a Deva Skill is trained, all your characters will benefit from that training. As all Secondary Skills have prerequisites it does not necessarily mean they can use the skill, but it means it will be there, trained to the same level as for the other characters, and once the prerequisites are met the skill will be active and ready to use (see Secondary Skills).



Classes and Class-Restrictions
Classes in Mortal Online will work rather different than in most other MMORPG’s. You don’t begin the game as a specific Class, although you may choose from different presets to get some help along the way to become one. Classes are managed by special Guilds in the game (meaning “traditional” labor- or profession-guilds like merchant-guilds, blacksmith-guilds, thief-guilds and so on) where you have to apply and get accepted to get the specific Class-title. (You may choose whether to show the title publically or not).


Classes will have prerequisites in the form of skills, attributes or sometimes even things like reputation, social status or wealth. In essence, you will have to give up certain attributes and/or skills in favor for others, meaning your choice of skills will be restricted. In turn, you will benefit from certain Class-bonuses as long as you stay true to your Class by meeting the prerequisites. Whether it’s worth to make that sacrifice or not is of course up to you.
 
Last edited:
The more I learn about Mortal Online the more excited I get about this game. It seems like someone read my mind about how to create a MMORPG then went and made Mortal Online. For those of you who are not familiar with this game let me fill you in. It’s a first person fantasy MMORPG with an open player-controlled world being developed by Swedish video game company Star Vault. Mortal Online promises a true sandbox experience.

Character Class - MO borrows many features from the Elder Scroll series, most notably the class system. When you create your character you’re not selecting any specific class. As you play through the game you can join a guild such as Thief Guild, Black-Smith Guild or Mage Guild then learn skills based off that guild. You can at any time quit the guild and switch to another class type, however you will lose any bonuses that guild provided you.

Leveling/Skills - There are no levels in MO. However there are skill levels of sort, again similar to Elder Scrolls. There are two types, Action Skills and Learned Skills. Action skills increase the more you use them, while Learned skills will increase passively over time.
There is a third type called Deva Skills, which is a skill that links all your created players. For instance, if you learned “Poison Making” and made this your Deva skill, any future characters you create will automatically have this skill so you don’t need to retrain them. It does not mean they will have it from the start, however once you meet the prerequisites, it will become available at what ever level you trained it to.

Combat - Combat will be real-time, no click and watch fighting here. You can swing or aim your weapon where ever you want and that’s where it’ll go.

Legendary Monsters/Quests -There are bosses and quests that do NOT repeat once completed or killed. These are supposed to be historical battles that will change the game. The items or rewards that are won from these are also unique and will not be repeated. I absolutely love this idea.

Looting - Full looting! The fact there are going to be 100% unique items, this makes looting even more fun. Imagine killing a player that had an ultra rare item from a Legendary quest or monster. Very cool indeed. However looting will tag you as a criminal temporarily, so you’ll have to be careful.

Free World - The game will have a minimum amount of rules which really gives the players control of what happens. You can become a fighter, explorer, crafter and have that become your main gameplay element. A cool thing about exploring is that when you discover a new area you get to name it. Can we say hello to “Bunghole Cave”?

Graphics - The graphics also look amazing and they should as it runs on the Unreal 3 engine with Grome, Speedtree.

Honestly everything about this game sounds awesome. I just signed up to the Mortal Online Beta, which hopefully I’ll get in to. The game is slated to be released in the summer of 2009 which is just around the corner.

http://www.massively.com/2009/05/11...s-all-you-want-to-know-in-one-plac/#continued

Information

  • As an introduction, here is what the Mortal Online team says their game is not: "There are no levels, no experience points, no starting classes, no quests, no 3rd person view, no NPCs with big exclamation marks over their heads, no global chat channels, no flashing numbers when you hit something, no respawning bosses, no instances, no pocketable mounts, no virtual restrictions for where you can go or not, no auto-loot, no predestined player path where it turns out you're The Chosen One, no automated auction house, no auto-respawn, no NPCs you "can't attack", no bears that drop gold coins or dragons that drop swords, and no loot bags impossible for other players to open." I think they've made their point.
  • The combat features no targeting and requires you to aim your melee slashes, ranged projectiles and shield blocks manually. Enemies have hitboxes over different parts of their bodies, and attacking certain areas can have an additional effect (e.g. hitting an arm might make them drop their weapon). The view is first-person.
  • Full loot PvP. If you kill someone you can take all their stuff. If you steal, or kill a player that is flagged as innocent (an idea that is not elaborated on in the presentation) you may be flagged as a murderer and hunted by city guards.
  • Although there's no leveling, skills can be improved through repeated use. However, skills that are used in PvP have a cap on them so that it is mostly about skill and not playing time.
  • There are primary skills, like Swordmanship, and secondary skills which are a subset of the primaries. Only primary skills will have much of an impact on PvP.
  • Every item in the game can be crafted. If you find an item, you can "reverse-engineer" it to work out how it would be crafted, and then do so.
  • Player Housing will be similar to Star Wars Galaxies, in that the world is empty to begin with and will fill with houses as people create them. In other words, a building is unique, and is only there because someone built it; they are not reusable instance portals that any number of people use as their home.
  • You can mix your race within your species. For example, just as people in our world could have a Chinese father and a German mother, your Mortal Online character can combine any two races and these choices will affect appearance as well as attributes.
  • Mounts can not simply be unsummoned. They can wander off or be stolen if you don't watch them, and they can also be used in combat.
  • Seamless continents with no zoning. Navigation won't be easy at first, as there is no radar and mapmaking is actually a craft to be mastered.
  • Bosses won't respawn, and members of the Mortal Online team can assume the role of any important NPC to provide unique events.
 
Last edited:
Watched the new beta video for this yesterday, looked intriguing. It seemed that the world had a similar feel to Vanguards world in size and appearance, but with a kind of UO-ey type twist. Signed up for the beta.

Yeah i know what you mean, I'm just hoping they manage to pull it off, because it will be massive if they do.
 
What's the difference between Darkfall Online and Mortal Online?

Nothing really, Mortal online is more towards people who enjoyed UO (Since they based the game around UO) and better graphics.

Sure there are more things then that.
 
To be fair Darkfall isn't that bad, Mortal online will probably have a few differences but I'm already enjoying Darkfall so thei sin't any reason to change just for better graphics.

I'm sure 80% of the Darkfall players will probably stick with DF as well, Unless their are any major advantages then It'll probably falter.

Don't be so sure. Graphics can sway a lot of people

There is a lot of immersive things in the game that i think are brilliant.

Examples are praying at a shrine and climbing on the horse. Little touches like that go a very long way.

I think there is a much deeper crafting system, murder system, 1 time spawn only raid mobs and other things.
 
Back
Top Bottom