Mystic Frontier
The Mystic Frontier is a system introduced in GMS v265 as an expansion to the Familiar System that allows players to send out their familiars on expeditions to obtain useful rewards, after unlocking the third familiar slot.
Overview
- The Mystic Frontier is unlocked after the player completes 10 Familiar Badges and completes Roro's quest to unlock the third familiar slot.
- All Familiars have a random frontier potential based on their rank that is separate from their regular potential. Players can switch between viewing a Familiar's regular and frontier potential by pressing the NPC chat key.
- All familiars have a predetermined element and type. A search for specific familiars is provided as an external link at the bottom of this page.
- Players are allowed up to 3 Mystic Frontier teams per character. Each team can hold up to 3 Familiars.
- Familiars assigned to a regular preset cannot be used in the Mystic Frontier and vice-versa, familiars assigned to a Mystic Frontier team cannot be used in a regular preset.
- A maximum of 15 Mystic Frontier expeditions can be sent out per week.
- Each expedition consists of 5 rounds. Each round has higher requirements than the previous.
- Mystic Frontier expeditions involve games of dice rolls. Familiars will have modifiers that affect the sum of dice rolls.
- Players are rewarded for each successful round completion during expeditions.
Familiar Ranks
The frontier rank of a familiar is directly tied to their normal potential rank, which is denoted by the colored trim surrounding their portrait and card icon in the Collections page:
- Common Familiars have a gray outline
- Rare Familiars have a blue outline
- Epic Familiars have a purple outline
- Unique Familiars have a yellow outline
- Legendary Familiars have a green outline
The rank of a familiar determines how high the dice bonuses provided by the frontier potential goes. For familiars already registered prior to the introduction of the Mystic Frontier system, there will be a white exclamation mark at the bottom right of the card icon in the Collections page, indicating that the Familiar's frontier potential is capped to a maximum rank of Epic regardless of its regular rank.
Action Points
Mystic Frontier expeditions are split into 5 rounds, each requiring increasing amounts of Action Points. Should a player run out of Action Points, their expeditions will end early. All Familiars provide a base of 20 Action Points, for a total of 60 points for 3 familiars.
Every 2 Attack points on a familiar further increases the amount of Action Points it provides by 1. If Familiar Breakthrough Cards have been applied to a familiar, it will also provide a bonus of 5 Action Points at level 6, and 10 Action Points at level 7. A table of Attack point gains based on familiar ranks and levels can be seen in the Familiars page.
Expeditions
After setting up teams for the Mystic Frontier, players can send their monsters on expeditions up to 15 times per week. Expeditions available to the player are different for each character, and the options will change following either a launch of an expedition, or at the next day (0:00 server time). There are 5 different tiers of expeditions, each with a different border color and requiring a different amount of time:
- Common rank expeditions have a gray border and require 6 hours
- Rare rank expeditions have a blue border and require 8 hours
- Epic rank expeditions have a purple border and require 12 hours
- Unique rank expeditions have an orange border and require 18 hours
- Legendary rank expeditions have a green border and require 24 hours
Expeditions can also be reset using Maple Points. The expedition time can be reduced by speedups collected during an expedition, or using silver and gold coins purchased from Roro's expedition shop.
The rank of an expedition determines the number of scenario flags available to the player in each round and the likelihood of better rewards from each round, with higher rank expeditions offering more scenario flags to choose from and a higher chance of higher grade rewards. Each expedition also lists a recommended familiar element and type. If the player meets both recommendations, they will start out with a random bonus matching the rank of the expedition. The recommended element and type do not need to be met on the same familiar.
Expedition Scenarios
Expeditions are split into 5 rounds, each requiring an increasing amount of Action Points. During each round, three different scenario types can appear, and the player can choose between any available scenario, or to skip the round altogether. All rounds can be passed either automatically, or through a dice game:
- Rest scenarios, denoted with a cross symbol, allow players to regain Action Points. If a dice game is offered, the Action Point recovery amount is larger if the player succeeds
- Exploration scenarios, denoted with a binoculars icon
- Combat scenarios, denoted with a sword icon
Depending on the rank of the expedition and whether the player has met the recommended element or type listing, between two and four scenario flags can appear for the player to choose from, and each scenario flag presents the players with two options to choose from. Players may back out of a scenario flag to view all available options before deciding on one.
In all scenarios, players will be given Frontier coins, as well as either an Expedition Stopwatch or Dice bonus regardless of the outcome. Rest and Exploration scenarios may also additionally yield a reward pouch or predetermined item reward. In order of increasing rarity, reward pouches are either Glowing, Blue, Purple, Orange, or Legendary, and the player will be told what color pouch they would receive upon a successful round completion before selecting their scenario.
Dice bonuses will provide score modifiers effective for the entire expedition, while expedition stopwatches will reduce the expedition time upon its completion. These bonuses are color coded based on their rank: gray, blue, purple, orange, and green for common, rare, epic, orange, and legendary, respectively. Higher ranked bonuses will provide greater boosts to dice totals or multiplers, or to expedition time reductions. The player will mostly receive rare or epic rank bonuses throughout their frontier exploration corresponding to the background of the scenario they chose in each round upon a successful completion. Beginning a frontier exploration will also give a similar rank bonus at the very start if the recommendations are met.
If the player chooses to skip a round, no dice bonus or expedition stopwatch will be given to the player. Occasionally, a scenario flag may glow purple or orange. A purple glow on a non-rest scenario indicates that it will yield an epic or better pouch, while an orange glow indicates that the reward from the scenario may be of higher quality than usual. If the player fails any scenario regardless of the banner color, they will still receive a common grade dice or stopwatch bonus at the end of the round.
Expeditions will end after the fifth round, or when a player runs out of Action Points for the expedition. Players may enter any scenario even if their current amount of Action Points is less than the required amount for that scenario. Completion of the scenario, whether successful or failure, will automatically end the expedition afterwards.
Gameplay
Unless granted an automatic success, players will play a dice game during their expeditions. Each Familiar assigned to an expedition team will grant the player one die, for a maximum of three dice per game. The rank of a familiar determines the maximum value its die can roll:
- Common familiars allow the player to roll 1, 2, or 3
- Rare familiars allow the player to roll 1, 2, 3, or 4
- Epic familiars allow the player to roll 1, 2, 3, 4, or 5
- Unique and Legendary familiars allow the player to roll 1, 2, 3, 4, 5, or 6
Certain frontier potentials can influence the outcome of player rolls, such as familiars that increase the chance to roll a specific number, or familiars that limit player rolls to a maximum value. The sum of all dice is used to calculate the final score of a player during each round, which is further influenced by the following factors:
- Dice Total modifiers affect the sum of the dice rolled during that round. For example, a player that rolled 5, 5, and 5 will have a sum of 15, and a Dice Total -1 modifier will bring that sum to 14. Dice Total after all modifiers are applied cannot go negative.
- Multiplier modifiers determine what the final Dice Total will be multiplied with in determining a player's final score for the round, for example a x3.0 multiplier with a Dice Total of 15 will give the player a final score of 45. All sources of multipliers are additive, for example two separate multiplier bonuses of x1.4 and x1.6 will add up to a multiplier of x3.0
The final score obtained after Dice Total and Multiplier modifiers are applied is compared against a Difficulty score for a round. If the player scores higher than the difficulty, the round is completed successfully, and the player will be given the stated reward along with a bonus dice modifier or expedition speedup. The Difficulty score for a round is determined randomly, but is generally higher depending on the rarity of the reward it gives, the current round number, and its Action Point cost. The Difficulty score can go as low as 10, up to as high as 200, so players are recommended to strategize their expedition team and scenario choices accordingly.
Completion
Unless stated otherwise, successful completion of a round will yield the player a reward pouch. The rarity of reward pouches in an expedition is capped at the rank of that expedition.
In addition to reward pouches, all successful scenarios will also yield a random amount of frontier coins, which can be spent in Roro's shop. The player's frontier coin balance, as well as the frontier coin shop, is shared among all characters within the same world.
When an expedition is completed, the exploration time based on the expedition rank will begin counting down, which can be sped up using silver or gold coins in the frontier shop. When the countdown reaches zero, players will be able to collect and open the rewards obtained from that expedition's scenarios.
Expeditions can also be cancelled at any time, however doing so will forfeit all the rewards the player collected during the expedition. Regardless of whether the player cancelled or waited out the expedition timer, one expedition count will be used regardless, and the player's frontier expedition team will enter a mandatory lockout period until the team can be used again. The lockout period is between 30 minutes and 3 hours depending on the expedition rank, and will be changed to 30 minutes for all ranks beginning in the v.269 update.
External Links
- Mason's Familiar Directory, which allows users to search for Familiars by Type and Element
Availability
| Availability of Mystic Frontier | |||||
|---|---|---|---|---|---|
| Korea | Japan | China | Global | SEA | Taiwan |
| Unavailable | Unavailable | Unavailable | Available | Unavailable | Unavailable |
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