Characters and Classes

3. Characters and Classes


This chapter describes how to create a character using the character generator (as
mentioned previously it is recommended to starting players that they use the pre-generated
list) and the important factors that come into play when so creating. It then goes on to
describe the various character races and, finally, describes the various character classes
that one may dedicate to.


In the land of Mystic Realms there are various 'classes' defined that a character may
dedicate to, and various trainers that specialize in training characters of a given class.
The advantage to dedicating to a particular class is that the cost of training for the
skills that that trainer teaches, is significantly reduced. As such, it is wise to decide
upon a class and dedicate to it before training in any skills. You must have the character
stats required (if any) for that class, as described in the sections for each class, to be
able to dedicate. To dedicate to a particular class, find the trainer for that class and
enter <trainer name>, DEDICATE.

Some classes, as described in the sections for each class, allow specialization in
particular disciplines or skills within that class, and this brings a further reduction in
cost for training in those skills. To specialize in a particular discipline or skill
(assuming your class offers this) find the trainer for your class and enter <trainer
name>, SPECIALIZE <discipline or skill name>.

Finally, some classes allow 'dedication' to a particular weapon type. To dedicate to a
given weapon type enter <trainer name>, DEDICATE while holding the weapon in your primary
hand. Dedication to a given weapon type does not decrease training costs but instead gives
a bonus for using a weapon of that type in combat, with the bonus given being equal to the
level that you are dedicated
to (e.g. if you are dedicated twice to Longsword and are using a Longsword in combat, you
get a +2 for all attacks and weapon blocks).

The sections following cover the various character classes available in Mystic Realms,
including WARRIORS, KNIGHTS, MERCENARIES and RANGERS, which are fighter-type classes,
WIZARDS and SORCERORS, which are magic users, PRIESTS and HEALERS, which are clerics, and
the various other classes including THIEVES and ASSASSINS.

When reading the sections in this chapter, it is important to remember that Mystic Realms
uses a SKILL BASED SYSTEM. In other words, a character's abilities are to the greater part
determined by a character's skills. These skills are referred to in this chapter, but are
not covered in detail. To get the detailed understanding of a particular skill, refer to
the other chapters in this manual covering skills, including 'ARMOR AND WEAPONS',


Warriors are fighting class characters who are most interested in having maximum attack
ability in hand-to-hand combat. This means using a weapon that has significant attack
capabilities, and distaining the use of heavy armor (e.g. hauberk and plate armor) because
that would inhibit their ability to use their weapon. Because the Warrior weapons all
require significant agility, and also because the dodge skill is of great importance due
to the reduced armor protection, AGILITY is of absolute importance to all Warriors.
Depending on the Warrior's weapon choice, STRENGTH may be as important or even more
important than agility.
WILLPOWER is also a very important stat because it reduces the fatigue cost when using
Combat Intensity which in time becomes very important to Warriors.
CONSTITUTION is important to Warriors as well, as it is to all fighter classes, as it
affects how much damage you can take and how long you can fight before becoming fatigued.

Warriors have a wide variety of weapon skills to choose from, and may specialize in a
weapon skill of their choice when starting and gain another specialization at level 10.

When first starting, Warriors should concentrate on developing their Armor, Weapon and
Shield (if they use a shield) skills, their Dodge skill, and their Stamina. As you
increase your Stamina, you will be able to add armor, and this usually means adding
'add-ons' (helm, wristbands, boots, epaulettes, kilt, etc) as opposed to going to a
heavier armor skill.

Long term, Warriors tend to avoid wearing armor that covers their arms (such as hauberks
and plate armor) because it adversely affects their ability to use their weapon, and
usually stick to Leather Vest, Breastplate or, at most, Chainmail, and instead (long term)
put their efforts into Combat Intensity.

Warrior Armor Skills: Unarmored, Leather Vest, Breastplate, Chainmail
Warrior Weapon Skills: Sword, Longsword, Greatsword, Rapier, Scimitar, Axe, Mace,
Hammer, Flail, Spear, Pike
Warrior Combat Skills: Round Shield, Dodge, Combat Intensity


Knights are fighting class characters having a significant disposition towards their
defensive capabilities and staying power in hand-to-hand combat, while usually
concentrating on a single weapon type for their attack capabilities. Defensive
capabilities means chainmail or plate armor but not hauberk, as the latter decreases one's
effective agility more and that would have too much of an adverse affect on the Knight's
attack capabilities. As to the choice between chainmail and plate armor, the former
requires less constitution and decreases one's effective agility less, but offers less
armor protection than plate armor. So, a matter of less defensive capabilities but better
attack capabilities with chainmail as opposed to plate armor. In both cases, CONSTITUTION
is the stat that is needed for staying power, and if plate armor is chosen, a 17 is
minimal and an 18 is suggested. STRENGTH is a very important stat for Knights as it
affects shield block and most weapon choices. If a Knight has a constitution of less than
18 or if the Knight's choice for weapon is the halberd or lucern hammer, then AGILITY
becomes equally important to strength. If the Knight's choice for weapon is the rapier or
epee, then agility becomes more important than strength. Otherwise agility is still an
important stat as is WILLPOWER, which affects the chances of getting dazed, etc, in combat
as well as how fatiguing Combat Intensity is.

Knights may dedicate to a weapon type of their choice when first starting, and get another
dedication (which may be to the same weapon type) at level 10. A charisma of 16 is
required to become a Knight.

When first starting Knights should concentrate on developing their Armor, Weapon and
Shield (if they are using one) skills, their Dodge skill, and on increasing their Stamina.
As you increase your Stamina you should start increasing your armor by adding armor
'add-ons' (helm, wristbands, kilt, epaulettes, boots, etc) to the extent you can without
becoming too fatigued in combat.

Long term, you should consider retraining your Armor skill to Chainmail and, particularly
if your Constitution is 18, Plate Armor. Combat Intensity is another option and will
improve your attack abilities as well as your defensive abilities.

Knight Armor Skills: Breastplate, Chainmail, Plate Armor
Knight Weapon Skills: Longsword, Rapier, Halberd
Knight Combat Skills: Round Shield, Kite Shield, Dodge, Combat Intensity


Mercenaries, in the land of MRA, are the professional soldiers, having the widest variety
of weapon skills and able to train in any armor skill that might be significant to them.
Typically, a Mercenary will have one of more melee combat weapon skills plus one or more
other weapon skills that allow them to attack from behind the line of battle. The stat
that that is most important to a Mercenary, whether it be strength, agility or
constitution, really depends on what armor you want to wear and what weapons you plan on
using. STRENGTH is important in every case, but if you plan on wearing plate armor, then a
CONSTITUTION of at least 17 is needed and an 18 is desired if possible. A high AGILITY is
also significant, defensively and in using many weapons, as is a high WILLPOWER which
affects combat abilities and your resistance to getting dazed, etc, in combat.

Mercenaries do not dedicate to any particular weapon skill. However, their weapon skills
cover a larger variety of weapons, with their Sword skill giving them the abilities in
Sword, Longsword, Rapier, Scimitar and Dagger, their Mace skill giving them the abilities
in Axe, Mace, Hammer and Flail, their Maul skill giving them the abilities in Maul,
Greatsword, Halberd and Staff, their Spear skill giving them the abilities in Spear and
Pike, and their Crossbow skill giving them the abilities in Crossbow, Shortbow, Longbow
and Sling. Also, their Kite Shield skill covers all shields, whether they normally use the
Kite Shield or Round Shield skill.

Mercenaries are able to specialize in armor skills, weapon skills and Kite Shield. They
start with a number of specialization points and, as each character level is reached, a
number of additional points are oftentimes gained (if you ask your trainer about
'specialize' with no parameters he will tell you what your current specializations are,
what level they are at, and how many specialization points you have). These points can
then be used to specialize in any armor skill (4 points) any weapon skill (3 points) or
Kite Shield (1 point). The one constraint on these specializations, is that the highest
level specialization can be no more than 2 levels higher than the lowest specialization.

The advantage of these specializations is that they decrease the cost, in training points,
by one skill level for every level of specialization that you have in that skill. Thus the
cost, in training points, for L20 Maul, when having 2 levels of specialization in Maul,
would only be the cost of training in Maul at L18.

When specializing in a different armor or weapon skill than was specialized in previously,
all specializations in previous skills of that type now apply to the new specialization.
Thus, if you have 4 specializations in chainmail, and specialize in plate armor, you will
then have no specializations in chainmail but will instead have 5 specializations in plate
armor. Thus, when going to a higher armor skill, it is best to get the specialization
points necessary to specialize in that armor skill (and make sure your weapon and shield
specialization are no more than one level less than your armor specialization), then
retrain to the higher armor skill and specialize in that higher armor skill at the same

When specializing in a weapon skill, Mercenaries actually get two specializations for the
price of one. The first, must be in Sword, Axe or Maul, while the second, must be in Spear
or Crossbow. The Mercenary trainers give this to facilitate Mercenaries applying
themselves both to close melee combat and to ranged combat as well. The cost of the first
is the 3 specialization points mentioned previously, while the second is gained at no
specialization point cost and is instead just brought up to the level of the first.

When specializing in Kite Shield, the specialization applies to the Dodge skill as well.

When first starting, Mercenaries should concentrate on their Armor, Weapon and Shield
skills, their Dodge skill, and on increasing their Stamina. As you increase your Stamina
you should be able to add armor, which usually means armor 'add-ons' (helm, wristbands,
epaulettes, kilt, etc) when first starting.

Long term you will probably want to retrain to a heavier armor skill, add more weapon
skills, and use Combat Intensity to the extent that you so desire.


Monks are the fighting class characters that believe in excelling in the most fundamental
aspects of combat, and thus wear no armor and only rarely use weapons, instead attacking
and blocking attacks with their hands. Due to this fundamentalist nature of Monks, a high
level of Willpower is desired and an 18 is required by the Monk trainer if you are to
dedicate to this class. Also, Monks may dedicate to a discipline, either 'Karate' (which
lowers the cost of the 'hand attacks' skill), 'Kung Fu' (which lowers the cost of the
'hand blocks' skill), 'Ju Jitso' (which lowers the cost of the 'kicks and throws' skill)
or 'Katana' (not available yet).

For Monks, Willpower is also important because the cost in training points for the
'Fundamentalism' skill is doubled for each point that Willpower is below 18. Besides this
stat, Agility is probably the most important stat followed closely by Strength.
Constitution is less important early on but more important long term.

Monks use 'Unarmored' as their armor (general combat) skill and have the Dodge, Precision
Attacking and Combat Intensity skills also available to other classes. However, there are
a number of skills that are available only to Monks,
including 'Hand Attacks', 'Hand Blocks', Kicks and Throws', and 'Fundamentalism'. This
last skill gives a +.5 per level to all attacks and to all defenses, but is only gained if
the character is not wearing any armor (including boots, helms and gauntlets) at the
instant of attack. Also, because Monks do not wear armor (normally) the use of Combat
Intensity is extremely important, and they gain a +4 to their Max Combat Intensity level
over and above the current level of the Combat Intensity skill.

When first starting it is generally important for Monks to keep all their skills up, while
concentrating more on Hand Blocks, Hand Attacks, or Kicks and Throws depending on their
discipline dedication. Increasing Stamina is also extremely important so they will be able
to raise their Combat Intensity level. Long term, rings can be had that increase the
levels of each of their skills. Lastly, it should be noted here that there are no magical
or enchanted 'hands' available in the game,
but Monks are compensated for this with the 'Fundamentalism' skill, which gives them an
overall rate of advancement in their combat ability that is faster than the other classes.


Rangers are fighting class characters that are disposed to having significant ranged
combat skills, while still retaining the ability to fight toe-to-toe in melee combat and
also having some stealth abilities. As far as ranged combat skills are concerned, the bow
immediately comes to mind, but this is not the only ranged combat skill. The spear skill,
in particular, offers the combination of fighting toe-to-toe, attacking just behind the
line of battle, or throwing at the enemy over a distance. The axe cannot be used to
attack enemies while just behind the line of battle, but is a bit superior to the spear
while fighting toe-to-toe and can be thrown as well. The sword, longsword, rapier or
scimitar skill is often used to supplement bow and sling (and sometimes spear) users for
the toe-to-toe combat. Lastly, the sling may not do as much damage as other weapons but,
in the hands of a skilled user, has the tendency to stun the target.

In any case, AGILITY is the most important stat for Rangers, not only because it is needed
for their weapons, but also because dodge is an extremely important skill due to the use
of lighter armor. As much STRENGTH as possible will always help, and a minimum amount may
be needed depending on the Ranger's weapon choice. CONSTITUTION and WILLPOWER are
important for staying power in fighting, avoiding getting dazed, etc, in combat, and for
the use of Combat Intensity. A high LUCK is important as well, for hiding.

Like Warriors, Rangers get a weapon skill specialization when first starting, but it must
be in a weapon skill having ranged or thrown (e.g. spear or axe) capability. Another
specialization (must be in a different weapon skill) is gained at level 10.

When fighting in melee combat, Rangers have an advantage initially in being able to hide
and use their bow (or thrown weapon) for a very effective first strike. However, if they
are attacked after the initial strike and are using a bow they typically must belt or drop
the bow and draw a melee weapon and shield to fight hand-to-hand.

When first starting, Rangers should concentrate on developing their armor, weapon and
shield skills, their Dodge skill, their Hide skill, and their Stamina. If a bow skill is
used, a melee combat weapon skill will also be necessary. If a Spear is used, then the
Thrown skill is also desired. As Stamina is developed you can add armor 'add-ons' (helm,
wristbands, epaulettes, etc) thereby increasing your defensive abilities in combat.

Long term you want to be careful not to invest in too many skills, but concentrate on the
ones you have, retrain to a heavier armor skill if you so desire, and add Combat

Ranger Armor Skills: Unarmored, Leather Vest, Breastplate, Chainmail
Ranger Weapon Skills: Sword, Longsword, Rapier, Scimitar, Axe, Spear,
Shortbow, Longbow, Sling, Net
Ranger Combat Skills: Round Shield, Dodge, Thrown, Combat Intensity
Other Ranger Skills: Hide


Priests are, to a large degree, the 'general purpose' cleric class, having the prayers
covering the affects most commonly associated with clerics, including some that only they
can learn. As with all cleric classes an 18 EMPATHY is required to be able to learn all
their prayers. Also, a STRENGTH of 17 is required to be able to dedicate as a Priest.
Because Priests can wear all armor types, and they usually do not have a high agility, as
high a CONSTITUTION as possible is desired.

Priests may learn prayers of the other cleric classes, but only those indicated with
'may be learned by any cleric class'.

Priest Armor Skills: Breastplate, Chainmail, Hauberk, Plate Armor
Priest Weapon Skills: Mace, Hammer, Flail
Priest Combat Skills: Dodge, Round Shield, Kite Shield
Priest Prayers: Bless, Curse, Damn, ProtEvil, Turn, ProtUndead, Mute, Remove


Healers are the clerical class specializing in the healing and related prayers, while also
having the ability to use all types of armor. An EMPATHY of 18 is required to learn all
Healer prayers, while a CONSTITUTION is 17 is required to dedicate as a Healer. The high
constitution facilitates the wearing of heavy (e.g. hauberk or plate armor) armor, so the
other stat that is of significance is STRENGTH for inflicting damage on one's enemy in
melee combat.

Healer Armor Skills: Breastplate, Chainmail, Hauberk, Plate Armor
Healer Weapon Skills: Mace, Hammer, Flail
Healer Combat Skills: Dodge, Round Shield, Kite Shield
Healer Prayers: Refresh, Heal, Bind, Mend, Cure Blindness, Cure Poison, Cure
Disease, Harm, Raise Dead (Empathy of 19 required)


Wizards are the magic user class specializing in light and energy, and each Wizard may
dedicate to either of these two disciplines. In any case, a COGNITION of 18 and an AGILITY
of 17 is required to become a Wizard. Other than these two stats, and with the exception
of Empathy, the remaining stats are approximately of equal value to the Wizard.

When first starting, Wizards should concentrate on their armor skill, their staff skill,
their Dodge skill, and the spells EShield, Darkness, EBolt and LBeam. The combat skills,
as well as EShield and Darkness, really only increase the Wizard's defensive abilities,
while EBolt and LBeam are the main attack abilities.


Sorcerers are the magic user class specializing in the elements, and each may dedicate to
either Fire, Ice, Earth or Air. In any case a COGNITION of 18 and a WILLPOWER of 17 is
required to become a Sorcerer. AGILITY is also an important stat to Sorcerers as it
affects their ability to dodge as well as blocking with staff. The other stats, with the
exception of empathy, are approximately of equal value.

When first starting, Sorcerers should concentrate on their armor skill, their Staff skill,
their Dodge skill, and the spells in their discipline of choice. In each of these
disciplines there is a 'protection' spell and a 'duration' spell, that are used together
defensively, by casting the protection spell on oneself and the duration spell in the
square you want to move into, and then moving into that square. Creatures attacking into
that square will, generally speaking, be adversely affected by the element and will suffer
a negative affect on their ability to attack into that square.

Also within each discipline, are 'one square' and '3x3' square spells with the former
doing twice the damage but the latter covering a larger area.


In Mystic Realms, Thieves are the class using stealth and stealing as the means of
progressing in the game. As LUCK affects both of these actions, it is the most important
stat for Thieves. AGILITY is almost as important and affects many Thief actions as well as
having it's normal affect on combat. Depending on what you might want to do, STRENGTH,
CONSTITUTION and WILLPOWER will be important if you want to stand up and fight in combat,
while if you do not make this a priority, you can probably go for a high stat in another
area allowing you to learn spells or prayers, have a very high CHARISMA, or whatever.

When first starting, Thieves should place the most emphasis on their armor skill (stealing
is considered a combat action and is thus affected by your ability to act in your armor),
their Hide skill, and their Steal skill. Beyond this, your weapon, Dodge and shield skill
will help you survive in combat if you get caught, and the other thieving skills will come
into play as time moves along.

Long term, Thieves should concentrate on their own skills more than anything else, but can
learn the skills of other classes (including Assassins) if they have prepared for this
when initially creating their character.


In Mystic Realms, Assassins use stealth to a significant degree, but for gaining an
advantage in combat as opposed to stealing. To this extent, LUCK and AGILITY are the most
important stats for Assassins, as the former affects your ability to hide while the later
affects not only this but your ability to attack and fight in hand-to-hand combat also.
STRENGTH is important for attacking and also for blocking with weapon and shield.
CONSTITUTION and WILLPOWER affect staying power in combat and the use of Combat Intensity
and are thus important as well.

When first starting, Assassins should concentrate on their armor skill, their Dagger
skill, their Hide skill, their Backstab skill and their Snuff skill, and add the remaining
skills (melee weapon, shield, Dodge) as they can and to the extent they want to try to
stand up and fight if they get caught.

Long term, Assassins really need to continue to concentrate on these same skills, but may
find a way to advance faster in the game in areas outside the control of the Powers That
Be, in that the assassination of wayward adventurers may prove more profitable than the
killing of the evil creatures.


The below listed character races are available as player characters in the game. It should
be noted here that there are 6 races of 'humans' but in truth there is no 'racial'
difference per se between them but differences due to economic status, living practices,
etc, have left enough of a difference that they are considered unique for the purpose of
the game.

Urbanites: Humans living in the towns and cities of the land. Typically the sons
and daughters of tradesman, soldiers, merchants, etc. Urbanites make the
best Sorcerers and also make good soldiers and magic users otherwise.
Nobility: Humans descended from what were the ruling classes in the old days of
Alhanzar. Although the days of ruling are long gone, the social graces and
culture remain. Nobility make excellent Knights and Mercenaries.
Outcasts: Humans that, for one reason or another, were 'cast out' from normal
society in the days of past in the lands of Alhanzar. Outcasts make excellent
Rangers and Assassins and also make good Thieves and Warriors.
Villagers: Humans living in the villages and countryside of the lands of Alhanzar.
Villagers typically make excellent Healers and Witches as well as making
good clerics or fighting classes otherwises.
Barbarians: Humans living in the (relatively) untamed fringes of Alhanzar,
typically making excellent Warriors and Priests and other fighting classes.
Nomads: Humans wandering from place to place in the lands or Alhanzad,
typically making excellent Mercenaries and Monks and also making good
Priests and Sorcerers.

High Elves: Racially distinct from the humans, these are the Elves that are most
generally known to be 'Elves', and make excellent Wizards and also make
very good Thieves, Assassins and Rangers.
Wood Elves: More seclusive than High Elves, Wood Elves are more sturdy and
of darker complexion,
Grey Elves:
Dwarves: Smaller than all the other races except the Halflings, Dwarves cannot
use some weapons because they are not tall enough, but get a +1 bonus to all
defensive rolls because they are a small target. Dwarves make excellent
Halflings: Slightly smaller than Dwarves, Halflings likewise cannot use certain
weapons and get a +1 to all defensive rolls. They make excellent Thieves and
Witches and also make good Assassins and Rangers.

Sex: The only difference in sex for the purposes of the game is that Female
characters get a -1 in strength and a +1 in charisma. This means that Female
characters are not all that good at wielding heavy weapons, but on the other
hand make the best Witches as well as (generally speaking) being better able
to interact effectively with the NPCs in the game.


An individual character's physical, mental and spiritual characteristics are known as a
character's 'stats'. These include 'personal' stats and 'endurance' stats.

Personal Stats - There are 8 personal stats as listed below. For more specifics on the
combat and other affects, refer to the appropriate sections (e.g. 'Melee Combat') in the
other chapters in this manual.

Strength (STR) - A character's physical strength. It is typically an important stat (along
with agility) for attacking with most weapons and is the only important stat (i.e. a
double modifier) for attacking with others (e.g. maces, axes, etc). It is also an
important stat for all weapon blocking and for shield blocking with round shields and is
the only important stat for blocking with kite shields. It affects whether or not a
character can use certain weapons in the first place and whether or not a character will
be knocked down by certain blows. It is an important stat for Priests as a strength of 17
is required to become a Priest, and is used as modifier to saving throws against the
prayers of that class.

Agility (AGL) - A character's ability to move quickly and precisely. It is typically an
important stat (along with strength) for attacking with most weapons and is the only
important stat for attacking with others (e.g. rapiers and scimitars). It is also an
important stat for all weapon blocking and for shield blocking with round shield, and is
the only important stat for dodging. It affects whether or not a character can use certain
weapons in the first place and whether or not a character will be grappled in combat.
Lastly, an agility of 17 to required to become a Wizard, and agility is used as a saving
throw modifier to all Sorcerer spell attacks.

Constitution (CON) - A character's physical well being. Affects a character's initial
stamina level as well as the cost in training points to increase one's stamina.
As most of the damage in combat is stamina damage, more stamina means you can take more
damage before dieing. Also, more stamina means you can wear heavier armor and/or use more
Combat Intensity, both of which increase your ability to defend yourself. There are some
armor types that require a high (18 or even higher) constitution to wear and as such
constitution is a critical stat for Knights, Mercenaries and other classes desiring to
wear heavy armor. Lastly, a constitution of 17 is required to become a Healer and
constitution is used as a modifier to all saving throws against prayers of this class.

Willpower (WIL) - A character's ability in 'mind over body'. It is a direct modifier to
one's General Combat (e.g. 'Armor') skill and thus affects all attacking and defending. It
also affects whether one will become dazed, stunned or unconscious due to taking a blow in
combat and is a direct modifier to the Monk Fundamentalism skill. Lastly, willpower of 17
is required to become a Sorcerer and is used as a modifier to saving throws against Wizard

Note: Before going further, it should be noted that, as far as strength, agility,
constitution and willpower are concerned, relative to melee combat, overall they are
equally important. However, for those using heavy weapons or kite shield, strength is more
important and agility is less important (and thus willpower is second in importance) while
for those using light weapons or light armor (and thus depending on dodge a lot) agility
is the more important stat with strength being less important and willpower again being
second in importance. For Monks, willpower (because it affects the Monk's Fundamentalism
bonus) is the more important stat with strength and agility being of second importance.
Constitution, on the other hand, is in general more of a long term investment, because the
advantages of getting more stamina increases with each level, and thus constitution is
less important early on but more important as time goes along.

Cognition (COG) - A character's ability to understand the physical universe around him.
Affects a character's starting mana and the cost of increasing one's mana through
training. As there is mana fatigue when searching and looting, and also because some
spells and prayers affect one's mana instead of one's stamina, cognition thus has
significance to all classes. It is the most important stat for all magic user classes as
an 18 cognition is required to be able to learn most magic user spells, and cognition
above this is a direct modifier to all spells.

Empathy (EMP) - A character's ability to relate to the consciousness in the universe
around him. Affects a character's starting karma as well as the cost of increasing one's
karma through training. As there is karma fatigue when searching and looting, and also
because some spells and prayer's affect one's karma instead of one's stamina, empathy thus
has significance to all classes. It is the most important stat for all cleric classes as
an 18 empathy or higher is required to be able to learn most cleric prayers, and empathy
above this level is a direct modifier to all prayers.

Charisma (CHR) - A character's ability to interact effectively with other characters.
Affects whether or not a given non-player character (NPC) will talk to a given player
character in many cases (e.g. some NPCs will not talk to a character unless their charisma
is high enough) and is a direct modifier to all saving throws against spells and prayers
and thus is significant to all classes.
Lastly, a charisma of 17 is required to become a Witch, while a charisma of 16 is required
to become a Knight.

Luck (LCK) - A character's fortunes with respect to the 'intangibles' in the universe. The
most important stat for rogue classes (assassins, thieves and rangers), luck is a direct
modifier to skills such as hide, sneak, scout, vanish, steal, etc. Luck is also an
important stat for every character in the game as it affects how fast a character gains
stat increases, though it should be noted here that stat increase slows down severely
after a character has gained +1 in each stat.

Endurance Stats - In addition to the eight personal stats, each character has three
endurance stats, stamina, karma and mana. The starting values in these for each character
are determined from their starting values in constitution, cognition and empathy. Also,
whereas increases in personal stats is something that will only occur over a long period
of time, increases in the endurance stats is generally something that characters obtain
regularly by training in them at the endurance trainers.

Fatigue and stress affect a character's endurance. These are tracked separately for each
endurance stat and are shown graphically on left side of the front end interface. If
fatigue becomes too high a character may not be able to do certain actions. Stress causes
the same affect but, more importantly, if stress for any endurance stat reaches the value
of that stat, the character is dead. The significance of each of the endurance stats
otherwise is as follows:

Stamina (STA) - A character's physical endurance. Fatigue and stress incurred in melee
combat, as well as the affects of many prayers and spells, affects stamina, so the more
the better for every character and especially those that spend a lot of time engaging in
melee combat. Also, because heavy armor is more fatiguing, a high stamina is a must before
a character can even think of wearing heavy armor.
Karma (KAR) - A character's spiritual endurance. A cleric's reciting of a prayer causes
fatigue to that cleric's karma, and as such the more karma the better for clerics. Also,
there are some attacks in the game that cause stress damage to a character's karma and
this can cause death for any character so, in this sense, the more karma the better for
every character.

Mana (MAN) - A character's mental endurance. A magic user's casting of a spell causes
fatigue to that magic user's mana, and as such the more mana the better for magic users.
Also, there are some attacks in the game that cause stress damage to a character's mana
and this can cause death for any character so, in this sense, the more mana the better for
every character.

Starting characters begin with endurance stats equal to 16 times the particular personal
stat minus 9. In other words, if a character started with a constitution of 18, an empathy
of 11 and a cognition of 14, they would start with stamina at 144, karma at 32, and mana
at 80


Players that so desire may generate a character 'from scratch' by using the MR Character
Generator available from the MR Characters Menu. To use this menu, first select a
character. If you leave this menu now and go into MR, this is the character that you will
go in as. If, on the other hand, you select 'Create Character Using CRT Generator' you
will then go into the MR Character Generator and create the character you have selected.

Unlike many fantasy role playing games, the Mystic Realms Character Generator does not use
a 'roller' that generates random numbers for a character's stats. Instead, players select
a race and a sex and are then given 'build points' which they then use to 'build' their
character as detailed below.

The selection of race and sex gives pluses and minus to character stats as shown in the
character generator. Players are then given 18 build points which they use to increase the
character stats of their choice. To increase a stat one above its starting point costs 1
build point, to increase it a second time costs 2 build points, to increase it a third
time costs 4 build points, a fourth time costs 8, and a 5th time costs 16. Additional
build points may be obtained by lowering character stats below their original starting
point, but only 1 build point per decrease is obtained in this way. 18 is the maximum
value for stats of a starting character, while 10 is the minimum. Once the player has
finished raising and lowering stats, selection of the character's name completes the
character generation. (Note: Selection of a character class is something that occurs AFTER
the character enters the game.)
To build an effective character, the first thing to understand is that the game is
designed so that ALL stats are important to ALL character classes. As such, it is very
dangerous to decrease any stat to a very low value. On the other hand, for each class
certain stats are more important than others, and in some cases 18s are needed in one stat
or another for an effective character of a given class.

So, the thing to do is to understand the overall effects of each stat as described in the
following section (CHARACTER STATS), then read the sections on the classes that you might
be interested in, decide upon a class and understand what stats are most important for
that class and take that into account when selecting race and sex and building your

Before going further, one note on selection of race and sex. Although it might turn out
that a particular race/sex combination if optimal for a given class, 'variety is the spice
of life', and as such it is our recommendation to players that they not be afraid to
select a race/sex combination that is not necessarily the best combination for a given
class if that is what they want to do. On the other hand, if an 18 in a given stat is
required for a particular class and a player selects a race/sex combination that starts
with a minus in that stat, the cost in build points to raise that stat to an 18 will be so
high that it will make playing that character 'difficult at best' (but, no doubt you will
have a unique character there). In short, some things to keep in mind when generating your

Lastly, although starting characters are assumed to have not yet ever killed a hostile
creature, they are assumed to have some experience and training, particularly in the
endurance area. As such, all starting characters start at Character Level 1, with 100
experience and 100 training points, and the equivalent of five levels of endurance stats
(Stamina, Karma and Mana). Also, the 'Powers that Be' have deposited coins in their bank
account sufficient enough to purchase starting equipment.

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