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Mistover - Beginner Guide

Written by Hrist   /   Oct 11, 2019    


Essential knowledge to prevent failures in Mistover.

Gold Farm & Management





If you burn out your gold then it's practically game over for you. The first requests make you feel that the gold will keep rolling in easy but that's a no. As long as you stop doing request, gold is hard to come by. Eventually you will find it's hard just to sustain food since:

  • Not every request reward you gold.
  • There are requirement in crew level just to make the request appear in office.
  • Your crew lacks level and item for the next request / area.

Also it's possible to run out of gold and having your crew died, leaving you no other option than restarting over. Of course you can keep sending your crew to lower area to gather gold but doing so will advance the Doomsday Clock. To earn gold safely without advance the clock you have to follow these rule:

  • Make sure your crew level stay within the corresponding monster level in the area. Crew level above the monster level will ADVANCE the clock no matter what.
  • Bring minimal resource into the dungeon or bring nothing at all.
  • Fight as much as monster as you can, count them. Small dungeon you should kill at least 20 monster, 30 for Medium and 40 for Large Dungeons.
  • Light all the flowers and loot all chest, debris (not Obstacle)
  • If a crew member is dying you must escape. Losing half of the loot is better than losing a crew member.

It's quite tedious like this but at least it will keep the Clock from advancing.

To rewind the clock, the easiest way is to complete a small sized dungeon with an appropriate team corresponding with the monster's level. If you cleared the dungeon with all monster, all loot and debris the clock will rewind 3 ticks. The first dungeon of an area is always preferred.

Remember to fuse your equipment, although the bonus is small but it will help you a lot in the long run. You can fuse different type of equipment together (ie: weapon with armor), it's not restricted to it's type.

From Defiled Cathedral onward It's always worth to rescue stranded expedition member since it will increase completion rate% by a huge margin and as you can see the reduced gold when you hire that member is a lot.



Defiled Cathedral first dungeon is the easiest farm spot available. I recommend farming there until you can afford the Lv3 Expand Recruitment in Support Lab.

Cursed Town first area is ideal for farming exp (and rotten food!) because it will provide extra monster if you step on trap, those monster grant full EXP, loot and % dungeon clearance, it will also disappear after a few turn and doesn't respawn.

Important: Killing a boss will reset your clock to the start.

Maneuvering in Dungeon & Efficiency



You will make it out alive or not is all depend how well you move around the Dungeon, when to take fights, which path to take or when to flee.

The key point are:

  • Move Diagonally as much as you could, whenever you can. It save foods, save time and save lives. Other than food efficiency, it also increase your vision by 1 square comparing to moving in straight line.
  • You should not be at full fullness all the time. Why?

  • First: If you are generating Hp when your HP is at full then you are basically wasting your fullness.
  • Second: the Hp lost when you walk without food can be recovered in combat.
  • Lastly, you should always save at least 1 spoiled food for abilities. When your party have man down or at their last breath, using abilities like Witch's Time Stop or Shadow Blade Invisibility can brought you out of the dungeon with the loot intact.

The two following Jinx can replenish your Fullness and Luminosity when it's low, 75 is not a lot but 75% to proc means it will often give you free food and light during your adventure.



And you should always save at least 1 spoiled food for abilities. When your party have man down or at their last breath, using abilities like Witch's Time Stop or Shadow Blade Invisibility can brought you out of the dungeon with the loot intact.

You should use food when your party HP is below a certain threshold (80%) or when you need to use a Character's abilities

When to use Abilities. You should not use Paladin Break Obstacles all the time in dungeon. You should use Paladin ability when you can break more than once Obstacle or your HP is low (obviously). When you are at full HP and you still have fullness, break it by hand because it cost less food and your HP will regenerate anyway. In your party there should have at least one of the following character: Ronin, Witch, Shadow Blade. These character's abilities can help you avoid unwanted fights and get out of the dungeon alive. If you still having trouble managing food then Ronin is super OP when it comes to food saving. Look at many step you can save with just 8 food. Beware that traps also stop Ronin and he is stunned after the still, vulnerable for monster to attack.



Final point: It's worth to wait. This applies when you're near monster, you should always be the one who initiate the combat.

Team Composition & Combat





Like most of other game, your party should consist of damage dealer, healer and support.

For DD your choices are Ronin, Shadow Blade, Werewolf. Those three have the most damage multiplier from skill (200% at lv1).

Healer we only have one choice here.

The rest is mostly support, you should keep in mind that stuns and positioning skill is the most important factor. The support will complete your team, as a team 5 you should have at least 3 stuns, 2 heals and 1 positioning or 2-3 skill that can target the back row enemy. Ideally 2 or 3 DD, Sister, 1 or 2 support. Combo skill are welcomed but definitely not compulsory. Lastly you should let more than 2 of a same class in a party because it will hinders you in Dungeon and ultimately cause the expedition to fail.

HIT is probably the most needed stats because from the second area onward the enemies with have unnaturally high dodge. Onmyouji's Mental Amulet is the best way to deal with dodge since he can buff 25% HIT and Speed as well, have some speed item on Onmyouji so he will be the first to move in your team. Another alternative is Ronin but first you have to gather YP and to able to hit them first (Ronin have a jinx that buff his HIT by 10% when having someone in front of him, it helps a bit).



Regarding Jinx, it's gonna be costly if you are aiming for all positive Jinx. From my experience is as long as the jinx is harmless you will probably be fine. Generally you should fix any jinx that reduce HIT, SPD & DEF. Prioritize any jinx that increase HIT.



Combat



I will just put it simple here: first rule is make sure you are the first to move. Always initiate combat first, use your first turn to kill one mob and try stun the remaining, repeat until necessary. If your party is low on health you can keep one of the mob alive to recover HP and SP as needed, passing will grant you 20 mana and 70% chance to guard.

Some other minor detail:

  • I notice that aoe in Mistover is kinda garbage because the mob scattered all the places, the damage is not worth it either so you should only use AoE if it has the chance to finish one or two mob.
  • Using potion or any other item will cost you a turn so think carefully before doing that. Also you can use potion on any of your other crew member to save them in a pinch.
  • If you dealt a crit to a monster, they will receive heavy penalty in speed, enough to push it's turn to the bottom. Also guard and evade will grant Speed (counter), sometime it's enough to take the turn immediately after.
  • Putting cursed item on your crew will inflict them with a negative jinx, removing the cursed item won't remove the jinx. You can change the jinx in training.
  • If you notice your character are constantly being bled then you are infected by the mist, remove it in Jinx section at the training camp.
  • If your crew member is in limbo state after battle, they instantly gained about 20% of total health instead of dying. However, if they're bleeding heavily then they will instantly die if their health reach 0.
  • Before every boss i recommended that you should over level the boss by 1. For the great worm your party should be lv5, then for Koschei your party should be lv7, for the Goddess of Wealth is minimum lv8, 9 would be very good.
  • Boss is immune to every single debuff from player except marking. Killing a boss will reset the clock.
  • Reaper Stealing luck will steal every buff possible from the enemy, even the speed (counter) buff if guard proc'ed, however reflected damage is applied before the steal.
  • Stunning a monster who's protecting another monster will disable the protection for the stun duration.
  • If you encounter a new type of enemy, always check for it's abilities and stats. This is even more crucial in boss fight since they will generally have some OP skill which can wipe out your team.



Classes



Sister



The only healer we have got, it's needless to say she is auto-included in all party composition. Although she lacks damage, her stun and the abilities to keep your team alive is worth every gold you put into her.

Recommended Skill: Suspicious Love, Sweet Foe, Overflowing Love and Last Prayer.

Suspicious Love and Love? Other than increased heal power is positioning, you should choose one of them depend on where you position her. If you're playing Sister in the back row it's obviously that you will lose access to the basic attack, making her have to use skill most of the time, making her run out mana very quickly. The Last Prayer totally eclipses Stable Cloud, bleed duration is 3 turn, so does Last Prayer. Not only the bleed damage is taken care of, your crew will have sort of invulnerability for 3 turns. Her Leader Ability is doubling the regeneration when you move during exploration. To me it's not very useful since the basic regeneration is enough. If it also double the mana regeneration then might be worth using.

Recommended position: Middle, preferably behind classes that have move forward skill.

Combat usefulness: 5/5

Exploration usefulness: 2/5

Paladin



Another staple in your party. The reason she is so useful is that the Paladin ability is very-well rounded: Stun √, Damage √, Durability √ . Also her Jinx that she can survive any damage when her Hp is above 1 is one of the most useful jinx. Two weakness that she posses is that she can't reach the back row and Provocation is not always work.

Recommended Skill: Shield Shock, Divine Hands, Holy smite Cross.

The reason for holy cross is that she can get back to the front row. Currently Paladin is not very useful as a tank since Provocation mechanic is wonky, you should stun or smash them instead of wasting a turn doing absolutely nothing. Exploration ability is useful but not mandatory, you can surely break the obstacle without her ability to save food.

Recommended Position: Front

Combat usefulness: 4/5

Exploration usefulness: 2/5

WereWolf



Undoubtedly pack the strongest punch among all classes, his skills also reach the back row easily. Right now he is the only one who have increased effect on marked targets. In combat his only weakness is that he doesn't have a stun ( would be tooo OP if he did ). Werewolf posses tank's ability but you should not play him as a tank.

Recommended Skill: Onslaught, Strike, Lightning Kick.

Having both Onslaught and Strike so he can reach everything with his attacks, lightning kicks mostly to help positioning. Exploration ability is useless imo.

Recommended Position: Front, Middle is also viable but you should save that for someone else.

Combat usefulness: 5/5

Exploration usefulness: 0/5

Shadow Blade



I think SB is the best offensive class available, her damage is only behind WW, posses a stun, flexible positioning and also posses positioning ability. Her weakness reside in the jinx she started with, HIT and SPD is very precious to a DD. Very useful Exploration ability as well, best to avoid grayed monsters or run when your party is low on health, interacting with any object will break invisibility.

Recommended Skill: Sting Hard, Snake Eyes, Release power, Backstab.

Sting Hard and Release Power is her most powerful skill, Snakes eye provide stuns, Backstab reaches back row. I think this is the perfect set up for Shadow Blade as her other skills are below average.

Recommended Position: Middle ⇆ Front. Can be either but she should start at middle for SPD.

Combat usefulness: 5/5

Exploration usefulness: 4/5

Ronin



An excellent class, he got decent damage, little support, long reach and pretty durable. Only weakness that he need YP to use skills, sometime it's pretty hard to come by since monster guard or misses will deny you the YP gain. However crits will grants you 2 YP and kill will fully replenish your YP. He doesn't have a sun skill but even without that he is pretty good. Specially Ronin hands down posses the best exploration skill out there.

Recommended Skill: Bloodthirsty sword, Strike, Woodpecker.

Bloodthirsty Sword is probably the most useful skill in the entire game, high damage, taunt and little heal can save you from Limbo.

Recommended Position: Middle, preferably having someone in front of him (HIT increase)

Combat usefulness: 4/5

Exploration usefulness: 5/5

Grim Reaper



She is a solid support, posses average damage but the debuff she can provide is insane, also posses an unique ability that can instantly a normal monster. She start with 5 SP and SP generation is very stable as well. One of the thing that might turn you down from using her that's she has a chance to reduce your gold gain after victory but i think it's negligible. Her exploration skill is not very useful if you have decent luminosity which is quite abundance in dungeon.

Recommended Skill: Netherworld Door, Stealing Luck.

Every other of her skill is useful, just pick anything that you like. Stealing luck will steal every single buff even if it misses.

Recommended Position: Middle

Combat usefulness: 4/5

Exploration usefulness: 1/5

Onmyouji



Jack of all trades, master of none - this is what i felt about this class. He's posses many great skill as a support, his role mainly is buff, debuff and clear debuff on other teammates. The main problem i have with him is his Jinx greatly affect his speed, he only fast as other class on turn one. After turn one he is slower than most class meaning he is not going fast enough to clear any debuff on your team. Also if you want to access is awesome stun you have to give up one position in the middle row, he's next to useless at front row. He posses an unique skill to summon a spirit turtle which can taunt and move forward 1 space. His exploration skill is useful but costly, sometime it's better to detour or just step on the trap tbh.

Recommended Skill: Paper Turtle, Mental Amulet, Eye wide open, Paper Koi.

You should replace Paper Koi with something else like Muscle Amulet if you're putting him in the back row.

Recommended Position: Back / Middle

Combat usefulness: 3/5

Exploration usefulness: 3/5

Witch



Idk how i felt about this class, really, she has awesome reach with the first skill, good stun, good damage & single target skill / debuff and have one of the most useful in the entire game. One of the best thing about Witch is she shines in the back position which is good because it save you the Middle row for your main DPS and Sister. The main grip i and probably everyone have with her is that her Jinx "Wild☆Magic" can potentially break your party's formation since it can cause her to move to a random position (by 1 space, both linear & diagonally). Her exploration ability is quite useful but the randomness could put you in an undesired location. If you want to avoid monster then Shadow Blade or Ronin is probably the better option. Small detail that her weapon grants an unusually large amount of bonus.

Recommended Skill: Frost-Bind, Zero-Gravity, Wild-Surge, Ergo-Strike / Chaos-Blast.

Recommended Position: Back / Middle

Combat usefulness: 2/5

Exploration usefulness: 2/5

Written by Hrist.


Game:   Mistover