Magicka Mechanica Features and Notes



  • Random quests based on certain skills and skill levels
  • Over 21 countries to align character with
  • ability to become a citizen of any country and own property, have a family and even hold a title
  • Newspapers will tell of events happening around the game, possible quests and missions (usually randomly generated) to do, give information on new developments locally.
  • Ability to travel to the Ume, talk to gods and curydyn, etc. etc.
  • Mounts, including animals, various flying, ground and sea, including clockwork and steam based.
  • eat, sleep and drink are a must in the game, unless in home.
  • climb walls and cliffs with rope and equiptment or just handholds.
  • 22 different racial nationalities to choose from
  • Actions will have political, economic and spiritual changes in the world depending on your choices of who you align yourself with and how you act.
  • Changing seasons and economic changes with them during the game
  • Ability to create permenant followers
  • 2 types of mulitplayer: Co-op and Arena
  • Ever changing, randomly altering world.
  • True freeroaming open world gameplay and map with a fluid timeline.
  • Property,land and political managment.
  • Over 70 factions and over 20 large storylines to do.
  • extensive magic, tech and weapons to choices, as well as stacking armor pieces and clothing.

Misc Notes and Ideas

  • Start off in a boat outside of a freeport city, glamored to look like a non-descript human male. A goblin comes down and tells you to come up on deck, telling you that you’ve reached your destination. You walk up on the deck, and a Pseudo-cenematic scene plays of a dock at work, people hauling fish up off a boat, calls of the fish monger at his stall. A dispute between sailors, etc. as you pass by. You dock and follow the goblin into a building connected in an enclosed section of the dockyard. When you get inside, the goblin asks you to take off the ring of glamor, thus letting you choose your race at that point. Beyond that is the Embassy where you can talk to the representatives of each relevant country.You are given your release papers and are allowed to leave with about 300 silver coins and the game fully starts.
  • You can use a microphone/kinnect to talk for your character, or type what you want to say, as well as choose from a list of topics . Tech should recognize keywords and phrases that the game will recognize the subject and respond accordingly. This includes insults, general questions and other phrases.
  • Character’s lips will move when talking through microphone, like the software that will make the lips on the NPC move to what the text is (see oblivion and skyrim).
  • Software can alter your voice based on the choices you made during race selection, including race and gender matching to character, such as deeper if a minotaur, or lighter if playing a female, if you choose so.
  • 1-16 people can play on one server world at a time.
  • Multiplayer locks sleeping unless these conditions are met:
    1. Players are all in the same area sleep, either outside world or inside one.
    2. Time follows players in the outside.
    3. A player inside can sleep, while players outside can still move around, when player inside wakes up, time will be that on the outside
    4. if players outside sleep while a player inside is awake, when player inside exits location, it will be the outside’s time.
  • If you make a new character in a “visiting” world (in a friend’s world) with a friend at the same time, you both will be given the startup sequence, if you make one in an already created world, you will appear at the embassy.
  • If you start with a character you already have, you will start where your character was last.
  • If you play single player with a character you have created in another person’s world, your world will be reset, and you will start off at the embassy with your items. Artifiacts tied to that player’s world (special items) will be removed from the character, and placed in the other player’s embassy’s lost and found chest when visiting character leaves world.
  • If you cast a spell with a cost more than your current fatigue, you will pass out and the remaining amount of points will be allocated to your health points.
  • Small items and weapons can be placed in packs and pouches, medium items can only be placed in packs and large weapons can only be placed on “straps” either on backpacks or in scabbards.
  • Most characters will allow one hit as an “accident” unless a sneak attack, but after that will turn hostile, if you are liked by them they will attempt to knock you out instead of kill you.
  • If you have followers (friends or NPCs) there is a possiblity you will be revived if killed, either at a temple , or if a follower has a revival spell or scroll.
    Points of dismemberment: wrists, elbows, shoulders, waist, neck, head (blunt crushing), torso, hips, knees, and feet. Point in the middle of most blades hitting determines if sever is completed. and is applied if hit kills.
  • When attacked, based on your dodge percentage score, if random number lands underneath it, your character performs an automatic dodge against weapon. If during dodge, your parry roll comes under the percentage of your Parry score, can perform an immediate counter attack against enemy, if in range (like ranged vs. ranged, or melee vs. melee.) Enemys have this same chance.
  • Two types of Multiplayer: The standard Co-op, where up to 16 people can play on one player’s world simotaniously, and the up to 8 on 8 team to 16 free-for-all style arena combat. Disables the listed variables in the arena multiplayer: 168-173, 252-254, 263-264. These remove the sleep, thirst and hunger factors in the arena style. In arena style, character is allowed only what they have on them, and one mount, no matter what type.
  • While loading the arena combat, will introduce each combatant and their top teo titles, to give perspective.
  • Players can see what characters are in combat beforehand to allow to adjust their character’s inventory to fit the situation.
  • Type of area being fought is randomized terrain, like a grassy area, mountain range, underground cavern, city under siege, etc.
  • Winning arena battles are generally (in game) monetary value and any skill increase during combat, sometimes a magical weapon or rare item.
  • Multiplayer is cross platform, but only on unmodded saves and characters, to be fair.
    Head will follow turning of camera up to a certian point in the range at limit, body will then turn with body. Body always will follow where R stick or WASD points. forward is always where face is pointing.
  • Attack will always strike in direction head is pointing, no matter how the body is pointed. If using single handed triggered ranged (gun or mini-crossbow etc.) hand and arm will point in direction of head, if two handed ranged, body will twist accordingly to head’s position. Held magic and throwing work the same way.
  • To make it easier on developers and designers, for map building, a “randomizer” Feature setting generator will be built into the game’s construction kit., this will enable the designers to place down trees, rocks, grass, logs etc etc throught out the landscape without having to place every one by hand, saving alot of time.
  • “Placeables” in nature (herbs and other natural growing ingredients) will grow in random places in appropriate climates and biomes and will randomize every ingame “month”. Picked trees, bushed etc, will regrow pickable ingredients after one in game month.
  • Non-storyline NPC homes (Those that are not tied to storylines) will be randomized game to game, including the inhabitants, quality of furnature, items on shelves, etc etc each time at the beginning of game, until the inhabitant dies.
  • When an NPC inhabiatiant dies, in two or three in game days, the house will be cleared out and emptied, then placed on the market for an ingame week or two, then sold and new inhabitants (randomly genereated) will be placed in home around a mnth afterwards, unless bought by PC, then will be edited however PC wants, (lived in, rented etc.) if rented will skip the “on market” stage. Murder drived down house’s value.
  • Broken items in an inhabited house will be replaced in 2-3 days if inhabitants are still alive.
  • Non-storyline dungeons, ruins and camps will have randomized inhabitants as well, including randomized props and loot from season to season. Camps will be randomized locations and will have randomized inhabitants.
  • Roads will have randomized travellers, merchants, caravans, bandits, etc along the roads to be changed every day, on a set path.
  • All non-essential characters will be randomized at the start of the game, including their homes and items in homes. Think Fable, but more randomized, anyone can be married the same way, like Fable.
  • Encounters will randomized every mile, from animal on animal encounters, to monsters attacking humans, to bandit attacks etc. If war is happening random skirmishes between solders will be seen in contested areas.
  • When character’s current fatigue hits 1% of the total, character will stop all actions and rest until current fatigue hits 10% of the character’s total fatigue.
  • Bodies in wilderness will decompose and disappear after a week ingame, in caves or dungeon, will disappear after 3 weeks, in a city, it will dissapear after an hour or two.
  • Bodies on death will become “ragdoll containers” with the likeness of the recently departed, unless revived, then container returns to NPC.
  • Every action in game, no matter how small, will be shown ingame with a player action, from drinking potions, to opening doors, to sitting etc. Even if moving items, and placing them down will show character picking it up, pulling bodies, handshakes, lifting objects, etc.
  • Player contact with NPCs is a must, ALA Fable 3 style, such as hugging, hand holding, kissing, handshakes, etc.
  • Physics – Entities get hurt by flying objects based on speed and type of size of objects.
  • Certain two-handed weapons can be held in one hand if strength is high enough (Chainswords, Bastard Swords, etc.)
  • Tap grab button once on a object to grab and drag, hold tap to throw object if able. Tap grab button to release. Double tap Grab button to set object on nearest object in range, if no flat surface is available, will place on the ground.
  • When designing (furnishing) an aquired abode, you can buy different “selections” of housing ranging from different qualities(Cheap, rich, elaborate, expensive, etc.) to certain styles of furnature based on regional designs (Elven, Dwarven, Undyrkyn, Duskoralun, Etc.). Different designs will raise or lower housing value based on quality and quantity.
  • Option to craft your own furnature instead of buying them (ala Skyrim Hearthfire Expansion)
  • Ability to hire different faculty for your housings such as maids, butlers, bodyguards, etc.
  • Ability to rent out housing to others (ala fable series) for rent.
  • The amount of followers you can have is based on your Charisma score and your reputation with the follower. The higher the better on both accounts. However clashing followers might stop one from following you if your reputation with them fall below acceptable levels or if Charisma is too low.
  • Npcs that are hired, created, mind controlled, or undead ones do not need a Charisma check to follow you.
  • “Permenant” creation of entities is possible (Golems, undead, steamwork automatons etc.) with enchanting, workshops, etc. and will follow you untill killed or disabled or distroyed. Note that most necromancy is frowned upon in most cultures, and some countries have laws against necromancy.
  • Ability to sire vampires and werewolves if so choose. They may not like you, however.
  • No one is “essential” besides children of course, even if they are apart of major storylines.
  • Ablility to have families, kids, and property, as well as furnish and build housings.
  • Pressing action button activates an object/item. Pressing the grab button and then the action button will “pocket” said item if able.
  • Activate button will talk to people, opening the dialogue options, locking camera on character until exiting dialogue, possible to dialogue with more than one person at a time, by looking at another person close enough. Can break conversation by cancelling or just walking away. Some people may not like you walking away during a conversation.
  • Sliders determine face variables, hair color body etc (Think games like Skyrim, Dragon’s Dogma especially.)
  • Buildings have three types of disrepair, Undamaged, with the whole area open; Damaged, with a limited internal area available; and Destroyed, where the internal is unavailable.
  • Buildings in cities will be repaired over time. Damaged buildings will be repaired in a week, and destroyed buildings will be repaired in a month, all in-game time of course.
  • Items, when no force is added, will be a static object, when a force is acted upon it, the said object will become a dynamic object affected by all the physics in-game, when no force is acted upon it for a very short duration, object will become a static object again.
  • Npc’s morale is what determines what the Npc will do in a fight. Taking in the number of enemies, allies, and the seeable equipment (armor and weapons) and health will determine how an Npc fights, if it will charge, try to sneak and attack, be cautious, or flee.
  • Fey race can only carry items with a size level of 1
  • if the force and/or weight of an attacking object or weapon is larger than the inertia (weight and other) of attacked object, the object will be knocked back/away by the divided difference of the force to the inertia.
  • Climbing/scaling terrain is available via a certain number of ways: by having climbing gear and rope, ladder, or if the surface has handholds to grab onto.
  • With enough force, head items can be knocked off (hats, helmets etc)
  • The Concequenses of the actions you choose can be far-reaching and can harm you later in-game.
  • As you work for/against one entity or another, be it facton, person, god, etc, the more accumulated fame or infamy will be applied to you and the factions you are tied to as well.
  • The severity of the fame and infamy to your ties are determined by how high you are in said factions. Your actions can lead to guild wars, faction fighting and even international conflict and war.
  • Certain items are “world locked” like god’s relics and so forth, the same goes for social statuses. You will not be a guildmaster of another character’s world if not earned in that world. However stats, skills and normal/crafted items can be transfered.
  • Players visiting worlds can be given faction rank that equals one less than another player’s rank in that world (A guildmaster of a guild can only make their visitor a “viceguildmaster” or some such.)
  • In most factions you join, you can order around subordinates, and even have them sent on any missions you feel is “below” your station. (A grandmaster of a guild ordering an apprentence on a “fetch this and bring it back” quest)
  • Ability to become a part of most countries’ government, either by-election, lordhood, whatever, and can choose to vote on objects for that country (raise taxation, ban things, etc,) And the other chosen leaders in that government will vote based on their interests (their factions and ties) as well as can be influenced by other lords/leaders including yourself (if they like you or dislike your competition more than they dislike you, they may vote with your decision). Note that whatever you vote may have consequences on the populace or coffers of the government etc. (Higher taxation may give the country more money, but the population may start to riot)
  • Committing a crime does not mean an immediate bounty, even if witnessed by someone. You have the option to catch the person(s) who witnessed the crimes and either bribe, intimidate or kill them if you catch them before they get a guard/constable etc.
  • Attacks on certain areas may make it harder to purchace certain items, or may raise the price of the items due to supply and demand.
  • Itemized animals are animals that, when grabbed or killed, become items themselves (most fish and small birds or insects.) inwhich the animal is held becomes an item. Most animals, if let go, will “revive” into the animal again, while pocketing most itemized animals will kill them. making them a permenant item.
  • The more creatures you kill, the quicker you may be attacked if you travel to the Ume.
  • There are two ways to learn spells:
    1. Being taught, which is shorter, but more expensive, it still takes time, but much less than the secondary method
    2. Studying a spell in a spellbook, which takes longer, but is mainly cheaper than paying a mage to teach you the spell.
  • The more powerful the spell, the more longer it takes to learn said spell.
  • Learning Schematics and herbal remedies are the same as learning spell, either from being taught, or learning from books.
  • There are two ways to cast spells:
    1. From memory, which is quicker and cost less to cast, or
    2. From a spellbook, which has a higher cost and cast time, usually based off of your spellcasting skill vs. the level of spell.
  • Creating intricate items (Steamtech and the so forth, not blacksmithing) is crafted in a workshop like casting a spell, through two different methods:
    1. using memorized schematics, which has less of a time to create, and less of a failure chance, and
    2. From schematics on hand, which take more time to create, and have a higher failure rate.
  • Spellbooks usually hold more than one spell, to be used, by holding the spellbook in one hand, and scrolling through the book to select the spell, and using with the other hand. Memorized spells only need one hand to cast, meaning you can cast multiple spells at the same time (ala fable 3 or Skyrim)
  • Tied to every wearable and equiptable item are two to three layers of material (texture):
    1. First is the base layer, which has the base texture of the item, like the sword’s blade, or clothing’s color and stlye.
    2. The second is the “wet and dirty” modifyer, like wet clothing when walking in a swamp, or dirty clothing from falling in mud, and blood stains go on this layer for both clothing and weapons.
    3. Third layer is the condition layer, the alpha layer that shows holes in the clothing, knicks on the blades. hammers etc. based on an items condition
  • Healing w/o magic will show bandages on the damaged area (arm,leg, chest) and will go away when healed.
  • Bodies, like clothing, have layers, but only two:
    1. Base layer of skin, showing the skin color
    2. “Dirty and damaged” layer, showing slash marks, blood, dirt and the bandages.
  • Bandages on head may change hair style until “fully” healed
  • When an area of the person takes damage, the stat affected by that area is effected (Arms are tied to strength and dexterity, head to willpower and knowledge, legs to agility etc) and will lower the stat for a time, even when health is at full, to show damaged limbs.
  • If all adults from a “home” cell are killed, arrested etc, the children will go to the closest orphanage to the home.
  • Children who reach of age will be placed out of an “orphanage” cell and into a random “home” cell. If child all grown up is living in a home cell, a percentage of the time the child will be treated like a orphan, based on house’s quality.
  • if knocked into the head, can cause unconciousness for any party.
  • Some spells can only be learned from astryal entities.