Low Magic Age cover
Low Magic Age screenshot
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Adventure, Indie

Low Magic Age

Adventure Preview #6

Town Interface and Functions




According to the population and community size, habitations of humanoid creatures with a civilized society can be divided into the following 8 types:
Thorp, Hamlet, Village, Small town, Large town, Small city, Large city, Metropolis.

The infrastructures and services of each town are also largely different based on the town size. A typical small village can provide adventurers with tavern, marketplace, and blacksmith, etc..





Adventure Preview #5

Random Adventure Quests





During adventures, players can take a variety of adventure quests from cities, villages, or other human habitations. These quests are randomly generated based on the current state of locations and automatically filtered out the quest entries that are appropriate for player's current level and abilities.

Adventure Preview #4

Trade Goods



Different from weapons and armor, trade goods are valuable goods that can be easily exchanged almost as if it were cash itself. The price of a same trade good may greatly different in different cities. During your adventure, buying special local products and reselling them to other cities is a very profitable business.

According to their purposes, trade goods are divided into the following main categories:

Foods


Wheat
Flour
Rice
Cabbages
Carrots
Onions
Eggs
Salted Fish
Dried Meat
Raisins
Figs
Nuts
Butter
Cheese
Olive Oil
Salt
Sugar
Honey
Herbs

Spices


Cinnamon
Ginger
Pepper
Cloves
Saffron

Drinks


Ale
Cider
Wine

Animals


Chicken
Goose
Partridge
Goat
Sheep
Pig
Boar
Cow
Ox

Cloth


Canvas
Linen
Woolens
Silk
Velvet
Hide
Leather
Fur
Fine Fur

Minerals


Iron
Copper
Silver
Gold
Platinum

About Future Updates

Hello Adventurers,

Since Low Magic Age was released on Steam, we have been improving it with weekly minor updates for months. This rapid iterative development method can quickly collect player feedbacks and process in time. It is a perfect solution when there are a lot of details and minor problems to deal with.

After we moved on to the adventure mode as the main job, we found the old updating solution is no longer high-efficiency. No matter how much time is spent on a routine update, the adventure mode development will always be interrupted and work efficiency reduced ;(

The better way is that finishing a complete adventure code module and then making a big update based on player feedbacks collected during the period. It's also more suitable for major content updates, like new classes or the vancian magic system.

So we'll use this solution for future updates, instead of the weekly minor updating.


- AM
Low Magic Studios

v0.85.11 Patch Notes

Added 14 spells:

True Strike
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll gains a +20 bonus.


Remove Fear
You instill courage in the subject, remove the fear effect and grant it a +4 morale bonus against fear effects.


Protection from Spells
The subject gains a +8 resistance bonus against spells.


Heroism
Imbues target with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls and saves.


Greater Heroism
Functions like heroism, but the bonus is +4. Additionally, the target gains immunity to fear effects, and temporary hit points equal to your caster level.


False Life
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level.


Death Knell
You draw forth the ebbing life force of a living creature and use it to fuel your own power. The hit points of the target must be less than 1/5 max hit points. If the spell succeeds, the target dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level.


Death Ward
The subject is immune to all death spells, magical death effects, and any negative energy effects.


Halt Undead
Renders undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. The effect is broken if the halted creatures are attacked or take damage.


Hold Monster
Functions like Hold Person, but affects any living creature.


Mass Hold Monster
Functions like Hold Monster, but bigger area of effect.


Irresistible Dance
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping.\n\nThe spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to AC and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes opportunity attacks each round on its turn.


Power Word Stun
You utter a single word of power that instantly causes one creature of your choice to become stunned 1d4 rounds. The current HP of the creature must be less than 150 or 1/5 of max HP.


Power Word Kill
You utter a single word of power that instantly kills one living creature of your choice. The current HP of the creature must be less than 100 or 1/10 of max HP.


Minions now use conservative attack mode: deal stable damage but no crits (thanks Kiana)
Point-Blank Shot and ranged attack circumstance modifiers are now for ranged weapon attacks only
Fixed tip problems of damage immunity and mind-affecting
Optimized immunity list on character panel

v0.85.10 Patch Notes


Improved throwing and other ranged attack features:


  • Choosing from equipped multiple ranged weapons in battle, including bows, crossbows, and thrown weapons in hands or ammunition slots.
  • Throwing from hands (must be magic thrown weapons)
  • Dual-throw
  • Dual-wield with a hand crossbow and a thrown weapon
  • The attack range of ranged dual-wield is determined by the minimum range of the two weapons



Reduced following privilege costs:


  • Prohibit easy challenges
  • Prohibit minion monsters
  • Refreshing challenges at half price


Reduced range of Wail of the Banshee: 8 -> 6
Fixed high AC bug of monsters who have natural armor only
Fixed wrong bonus feats information in rogue class description (thanks Kyusumu)

v0.85.09 Patch Notes

Increased default field of view: 5 -> 6
Increased number of spells per level of wizards: 1 -> 2
Adjusted spells learning of pre-made wizard builds
Reduced item lock price: 10% of item price -> 5%
Display extra damage dices on character panel when "Show damage dice" option enabled (thanks lorenfletcher)


Optimized game balance at high levels:


Added Maximum Dexterity Bonus 8 for robes and Bracers of Armor
Only wizards can wear robes normally
Only one elemental gem of your party can take effect
Optimized values of monsters

Adjusted following enchantment factors ​​(prices change accordingly):
Destruction: 3d6 -> 2d6
Greater Physical Resistance: 5 -> 4
Extraordinary Physical Resistance: 10 -> 6
Greater Energy Resistance: 5 -> 4
Extraordinary Energy Resistance: 10 -> 6
Greater Spell Resistance: 5 -> 4
Extraordinary Spell Resistance: 10 -> 6
Arrow Catching: 2 -> 1
Greater Arrow Catching: 5 -> 2
Extraordinary Arrow Catching: 10 -> 3
Greater Armor: 5 -> 4
Extraordinary Armor: 10 -> 6
Greater Natural Armor: 5 -> 3
Extraordinary Natural Armor: 10 -> 4
Extraordinary Luck: 5 -> 3
Greater Spell Penetration: 5 -> 4
Extraordinary Spell Penetration: 10 -> 6
Greater Regenerating: 5 -> 4
Extraordinary Regenerating: 10 -> 6

Adjusted following enchantment price factors:
Vampire: 3 -> 2
Poison Immunity: 5 -> 3

Notice of Price Increase

Hello Adventurers,

How time flies! It has been half a year since we released Low Magic Age on Steam at January. First of all, thank you for your long-term support and help! Thank you for your suggestions and advice that help us to improve this game!

Up to now, we've released 34 updates of LMA, including two new classes, various new spells, the combat maneuvers feat tree, glory points and privileges system of the arena, supporting Steam Workshop, trading cards, integrated shop/craft/upgrade functions, and party management, etc. And more content and features will be added continuously!

As we said in the Early Access statement, we started the EA stage of LMA at a low price to thank players who have been supporting and caring about us since the prototype stage. As the game develops, the price will be gradually increased until the full release. Therefore, after the current discount event, we intend to increase the game price from 4 US dollars to 6 US dollars.

Thanks again for your continued support!

- AM
Low Magic Studios