Introduction and Quick Start

1. Introduction and Quick Start

Player's Manual Version 14.1


INTRODUCTION


Welcome to the world of The Mystic Realms of Alhanzar! We here at Online Games Net have
put a lot of time and effort into this project and sincerely hope you enjoy it!

First of all, in case you missed it, for help on using this manual, just hit F1 (of
particular importance, the left and right arrow keys or left and right mouse buttons,
which step you through sections). Another important item, this manual is available from
both the Initial Menu and the Main Menu, which means you can refer to it both online and
off.

Also, before going further, please be aware that there are three text files, HELP, MAPS,
and MANUAL, in your OGN folder that may prove helpful in picking up the game. HELP
contains all the introductory screens and online help and thus represents almost
everything you need to know to pick up the game. MAPS contains a map of the initial areas
and may be browsed. MANUAL contains this manual in text format.
All three files are browsable using any standard browser such as Notepad.

The following section, 'Overview', presents an overview of MRA, comparing it to other
online games in general and discussing MRA's strong points. If you are not really
interested in this right now, and would prefer to get right into the game, just use the
right arrow key or left mouse button to skip over it and down to 'Getting Started'.


OVERVIEW


To make a long story short, when it comes to graphics and artwork, there are better games
than MRA available out on the Internet.

However, when it comes to a game that is deep in the sense of there being a lot there, it
might be very hard to find a better game out in the Internet.

Also, MRA is designed as 50% game 50% social experience, with around 6 different ways to
communicate to other players. In this sense MRA is very strong, maybe stronger than any
other game out on the Internet.

So, again to make a long story short, if your primary interest is a point and click game
with strong graphics and artwork, you will probably not find MRA to your liking.

However, if you are more interested in a game with considerable dept and very strong
player interaction capabilities, MRA may be just what you are looking for.

Some of the other specifics of MRA are as follows. Feel free to skip over this, at least
for now, if you are so inclined:

- An advanced melee combat system. Rather than just 'hack and slash' as in some
RPGs, or de-emphasizing melee combat as in others, MRA instead offers a highly
developed system with multiple options available each round and, most importantly,
graphical information presented each round from which you make your decisions.
With this system, melee combat is always interesting, always a challenge, and never
devolves into 'hack and slash'. Other affects and options, like wounds, bleeding,
'head blows', and options such as 'combat intensity', which affect things over
multiple rounds, make the system even better.

- A highly developed system of magical and other exceptional gear. Different
levels of craftsmanship, gear made from different materials, gear doing or
protecting from magical damage, enchanted gear of many varieties including
slaying weapons, potions, scrolls, wands, etc, etc. With these items, each
character is always unique and always a different experience from all others.

- A skill based system used for all classes, including mage spells, cleric prayers,
and thieving abilities. With this, YOU decide what skills and abilities your
character has as you go up levels rather than these being given alike to
everyone. Add to this significant cross-training capabilities, and the wide range
of gear available, and no two characters will ever be alike, including the
optimized, pre-generated characters presented at the end of this chapter, who
rapidly evolve to unique characters different from any others in the land.

- Full color graphics with bird's eye view 3D perspective with semi-isomorphic
terrain and 'in the game' feel, tactical map, melee combat screen, expansion of
text displays, etc. (Note: It is pretty obvious that graphics and artwork are not
MRA's strong point. However, major upgrades in this area are planned as time goes
along. It is really a matter of what the players playing the game want the most.)

- Real time movement with critter, NPC and other player character updates taking
place every half second, and updates for your own character happening
immediately.

- Highly developed inter-player communication capabilities. This includes six different
forms of communication, with three of them telepathic allowing players to interact
with other players, individually or in groups, regardless of where they are in the
land. Many players have told us that this, the player to player interaction, is what
they like the most about MRA.

- Full guild support with three different types of guilds, various officers with
specific functions available for each, and guild halls, castles and manors (for
those not in a guild).

- Tournaments, party brawls and other events run regularly with prizes available
to the winners.

- Highly developed online help, interactive help, and Mystic Realms College
making it as easy as possible to get into the game.

- Game Plans designed to fit everyone's budget and time available, with a 'Free
Forever' plan and 'pay-for-play' plans offering various special functions and faster
advancement in the game.

- A long term project with long term value intended for our customers. What this
means is that, instead of being replaced with another game down the line, MRA
will continue to be updated, with improvements in the game systems, graphics
and artwork enhancements, new classes and races, and a continual expansion of
the world and dungeons, as time goes along.


GETTING STARTED


As a matter of providing long term value to our customers, the game systems in
MRA are in many cases involved and quite extensive. However, nobody would want to have to
pick up everything in a game before deciding if they like it or not. So, to get into the
game as quickly as possible, only picking up what you need or want to know, just follow
these steps:

1. Create your first character as instructed in the remaining sections of this chapter.

2. Enter the game with your newly created character. Then pick up most of what you need to
know using the online help provided. You are instructed on the use of this help when you
enter the game and stepped through it in a 'college'. Most of the screen functions and
commands available are explained in this help.

3. If you get stumped on something, ask other players in the land, or special players
knighted to help out new players. Instructions on how to get this 'interactive help' are
included in the college.

4. If you are still stumped on something, or want to get a more detailed understanding of
something, refer to the other chapters in this Player's Manual. Chapter 2, 'Front End
Interface', is particularly significant as it explains the screen functions in detail.

5. IMPORTANT: From experience the two areas that most new players seem to have problems
with are 'Moving Items Around' and 'Training'. So, we have added two new sections on these
two topics at the end of this chapter. These are the next to last two sections and are
additional explanation to what is detailed otherwise in this manual.

6. As you go along, Chapter 9 in this manual, 'The World of MRA', is highly recommended as
it comes from the perspective of 'what I always wanted to know but never knew to ask', and
thus details various important functions that players might otherwise be unaware of.
Chapter 8, 'Exceptional Gear', is similarly important as it details various treasures you
can find and what they do.


CREATING YOUR FIRST CHARACTER


When first starting, the CRT Generator is not available, simply because this adds another
level of complexity in picking up the game. However, once any of your characters reaches
level 5, the CRT Generator will appear on the Characters Menu and thus those that prefer
to 'roll their own' may do so at that time.

For now, just for starting players, you must choose your character from the 'Optimized
Character List'. The characters in this list have been created by the designer and are
thus optimized relative to their starting stats, etc, and come fully equipped, already
dedicated to a class, etc. There is a wide selection of these and, after starting, with
respect to equipment found, skills trained in, etc, each character rapidly becomes totally
unique and many players long term just stick with them rather than 'rolling their own'.
All's you need to do is to select which one you want and decide upon a name.

In any case, when first starting, it is recommended that you start out with a fighter
class (knights, warriors, mercenaries and monks) character, simply because, with the other
classes, you have to pick up everything you need to know to play a fighter PLUS spells,
prayers, backstabbing, or other special abilities. So, fighter class characters are much
easier to play early on and, with MRA's advanced melee system, are a very good choice long
term as well.

If, however, for whatever reason, you really want to start out with a cleric (priests,
healers and witches), mage (wizards and sorcerers) or rogue (assassins are the only rogue
class currently available in the optimized character list), you may do so, but please
understand that these classes will be more difficult to get off the ground. Also, what we
ask, is that you make sure you read HELP CLASSES (before leaving the college) and the help
for your particular class (e.g. HELP PRIESTS, HELP WIZARDS, HELP ASSASSINS, etc) before
going into combat to insure you get off on the right foot.

The lists of optimized characters follow this section. If you want a more in-dept
description of this class or that, refer to Chapter 3 of this manual, 'Characters and
Classes'. Also, if you select a cleric, mage or rogue, refer to the chapters on their
particular spells, prayers or other skills.

To create a character from the optimized character list:

1. Decide which optimized character you wish to select by going through the
lists in this chapter and referencing information in other chapters as needed.

2. Connect to OGN and, from the Main Menu, select the 'MR Characters' option.
On the 'Characters' menu Character 1 will be highlighted indicating that this is
the currently selected character.

3. Now select 'Create via Optimized List'.

4. Make the selection you want from the list presented. If what you want is not in
the initial list, keep entering '0' until you get it.

5. Enter the name for your character and then hit F2. This will create your
character and return you to the Characters Menu. Hitting Esc there will then
take you back to the Main Menu.

Oh, one thing we should mention here, is if you create multiple characters, the way to go
from one to the other is to go to the Characters menu, select the appropriate character,
and then just go back to the Main Menu and enter the game.

Now you are ready to enter the game, and may do so by selecting option 1 from the Main
Menu. When you enter for the first time, you will be given some basic instructions and
instructed on how to use the online help and can go from there using that.


OPTIMIZED CHARACTERS LISTS


The available optimized characters follow with one section per class group, and a short
discussion of each class. Female characters are indicated with an (f). All others are
male. 'Nobleman' and 'Lady' are the two sexes for the 'Nobility' race.

The one recommendation in selecting is to select the character that you wish most to play,
as opposed to trying to determine what character will advance fastest in the game. The
design goal is that all character classes, and the variations within each class, are
equally viable, so trying to determine which one is 'best' is most likely not going to
bear any results.


FIGHTERS


In MRA, Warriors are fighting class characters usually wearing moderately heavy armor but
oftentimes using the heaviest of weapons. They are thus very good attacking but less good
defending. They are an easy class to pick up initially and are thus a good choice for
starting players.

Knights, are the opposite to Warriors in that they wear the heaviest of armor and use
moderately heavy weapons, thus making them better defensively compared to other classes
but not quite as good attacking. Like Warriors, they are an easy class to pick up and are
thus a good choice for starting players.

Mercenaries are the 'professional' soldiers in MRA and can use all armor and weapons and
thus have a significant advantage in this regard, but do not get other advantages (e.g.
Sabbaticals and Weapon Dedications) that Warriors and Knights get. They are thus more
difficult initially but make a very good choice long term.

Monks, fighting class characters that abstain from the use of armor and weapons, are
probably the strongest fighting class early on, with the other classes catching up around
level 10. From that point on, because they do not get the benefit from enchanted, magical
or supernatural armor and weapons, they must make intelligent use of magical shirts and
monk belts to continue to be a strong class. All Monks are dedicated to either Kung Fu,
gaining them an advantage defensively, or Karate, gaining them an advantage when
attacking.


OPTIMIZED FIGHTERS LIST


Barbarian Warrior with Greatsword
Barbarian Warrior (f) with Claymore
Barbarian Warrior with Battle Axe
Outcast Warrior with Epee
Outcast Warrior (f) with Rapier
Outcast Warrior with Scimitar

Nobleman Knight with Broadsword
Lady Knight (f) with Longsword
Nobleman Knight with Halberd
Elven Knight with Longsword
Urbanite Knight with Bastard Sword
Barbarian Knight (f) with Bastard Sword

Dwarven Mercenary with Greataxe
Dwarven Mercenary (f) with Battle Axe
Dwarven Mercenary with Hammer
Nobleman Mercenary with Morning Star
Villager Mercenary with Lucern Hammer
Barbarian Mercenary with Spear

Outcast Monk (m) with Karate
Urbanite Monk (m) with Kung Fu
Outcast Monk (f) with Kung Fu
Urbanite Monk (f) with Karate


CLERICS


Some have described clerics as being 'half fighter half mage' but, in practice this isn't
the way things work. Yes, they can fight in melee combat like fighters, but are not quite
as good as fighters in this regard. Yes, they have prayers that they can recite and help
themselves and others, but typically these prayers increase their attacking or defending
abilities. So, really a matter of communing with the supernatural as a matter of success
rather than honing their combat skills as much as fighters do, or relying almost
completely on spells as mages do.

Priests are the cleric class that is best fighting in melee combat. They have a powerful
prayer, Bless, that increases their abilities in melee combat as well as others that they
recite it for. They also have other important prayers such as Raise which allows them to
raise characters from the dead, and Damn, which can be used to attack any creature.
Another prayer, Turn, gives them special abilities against the Undead. In practice, about
half of the Priests in the land use weapons to attack enemy creatures, while the other
half use their prayers.

Healers are the cleric class that is most capable of helping others. Heal, Refresh, Bind,
Mend and Cure are all important prayers that are used to help others (including themselves
when they suffer these maladies). Refresh is particularly important in melee combat as it
allows Healers to wear heavier armor or use greater 'combat intensity', thus increasing
their defensive abilities. Healers can use weapons in combat just like Priests and many
do, while others rely on their Harm and other attack prayers to attack enemy creatures.

Witches might be best described as the cleric class that is most similar to mages. They
cannot wear as heavy armor as Priests or Healers, but have better defensive spells, and
can Daze, Stun, etc, enemy creatures before they ever attack, and can then kill them with
their Assault prayer. Similar to mages and their staves, Witches can imbue their prayers
in their brooms giving them a significant advantage in that regard. In general, female
characters make better Witches but there are male 'Warlocks' out there as well that are
quite capable.

A fourth cleric class, Druids, is not available yet but should be available shortly.


OPTIMIZED CLERICS LIST


Barbarian Priest with Hammer
Barbarian Priest with Morning Star
Barbarian Priestess (f) with Flail
Villager Priest with Spiked Mace

Villager Healer with Spiked Mace
Villager Healer (f) with Mace
Barbarian Healer with Morning Star
Barbarian Healer (f) with Flail

Villager Witch (f) with Flail
Villager Warlock with Spiked Mace
Wood Elf Witch (f) with Rapier
Halfling Witch (f) with Scimitar


MAGES


Mages are the classes of characters that rely almost completely on their control of
reality for success. They usually carry staves, but this is for blocking enemy attacks and
any magical abilities that these staves might have. Mages also have special magical items,
including staves but also magical wands and other devices, that only mages can use.

Wizards are the masters of Light and Energy, and each Wizard is dedicated to one of these
two disciplines, thus gaining an advantage in training for the skills with the spells of
that discipline. In general, Light Wizards have better defensive abilities than Energy
Wizards, with the latter having better attack spells, but in both cases the spells of the
other discipline can be readily learned, though they cannot expect to be as good as a
Wizard dedicated to that discipline. Wizard attack spells are powerful in that they can be
used to attack all enemy critters in sight. Wizards also get special defensive spells
including Energy Shield and Darkness.

Sorcerers, are the masters of the elements, with each Sorcerer being dedicated to one of
the four disciplines of Fire, Ice, Earth or Air. Sorcerers can cast attack spells against
a single target and, unlike all other classes, can cast them over an area. The spells are
not quite as powerful if cast over an area, but are nonetheless quite effective as
Sorcerer spells in general do the most damage of any spell or prayer. Sorcerers also get
powerful defensive spells that allow them to cast an effect of their discipline on
themselves, with protection spells keeping themselves from being harmed, and inhibiting
other creatures from attacking them.

Lastly, two other mage classes, Mystics and Sages, are not available yet but are planned
to be implemented shortly. A fifth mage class, Necromancer, is also under consideration.


OPTIMIZED MAGE LIST


Elven Energy Wizard
Elven (f) Energy Wizard
Elven Light Wizard
Elven (f) Light Wizard

Urbanite Fire Sorcerer
Urbanite Ice Sorcerer
Urbanite (f) Air Sorcerer
Urbanite Earth Sorcerer


ROGUES


In MRA, Rogues are the class group that relies on stealth (e.g. hiding) to one degree or
another for success.

Assassins are the class that is most capable in combat but is also the most vulnerable.
Assassins must hide, stalk, and then backstab or 'snuff' their enemies, and this usually
means it takes Assassins longer to kill critters, with the vulnerability being the case
where they are seen and must either flee or defend themselves. However, the advantage
Assassins have, is they can in general kill higher level critters than other characters at
their level, and this brings greater experience and treasure and makes up for the slower
kill rate. Assassins are a most difficult class to play but, if played correctly, can be a
most powerful class.

Thieves and Rangers are available in the game but are not available in the Optimized
Character lists simply because these two classes are in need of some planned major
enhancements to make them viable with respect to the other classes. Also, two other Rogue
classes, Ninjas and Bards, are under consideration.


OPTIMIZED ROGUE LIST


Outcast Assassin with Cutlass
Halfling Assassin with Greek Sword
Outcast Assassin (f) with Scimitar
Elven Assassin with Rapier


MOVING ITEMS AROUND


This is the area that most new players have trouble understanding, but once you get used
to it it is quite easy.

The basic concept is that there are ITEMS and there are LOCATIONS, and the way you move
items around is to left click on an item (holding down the mouse button) and drag it to
the location you want to move it to, and then release the button, thus moving it to that
location.

The I button (upper right hand corner of the display) is used to bring up the items
displays.

When you click on the I button, there will be a display of vertical boxes with pictures in
them to the left of the I button. This is the LOCATIONS DISPLAY, the places where you can
move items to.

If you are in a square that has items in it, you will also get another display of vertical
boxes with pictures in them, to the left of the Locations Display, that represents the
items that are on the ground. To move an item from the ground to, say, your sack, left
click on the item, hold the mouse button down, drag the item to the picture of your sack
on the locations display, and release the mouse button. This will move the item from the
ground into your sack.

Besides functioning as destinations for items moved, the boxes on the locations display
also function as the means of bringing up items displays that do not come up automatically
(only the items display for the ground comes up automatically, if there are items on the
ground). Just clicking on one of these will bring up the items display for that location.
This will show up to the left of the locations display and any items displays already
showing. As an example, if you click on the picture of the body in the locations display,
an items display will come up showing the items you are currently wearing, to the left of
any displays already showing.

It should be said here that, if there are no items in a location then clicking on it will
cause nothing to happen. Also, the items in sacks cannot be looked at (they can be dumped
onto the ground by the DUMP SACK command, or onto a counter via the command DUMP SACK N,
or E, S, W, whatever direction the counter is). Items in your pack, cannot be looked at
while you are wearing it. So, if you move it to the ground, a counter, or even in your
hands, you can access it.

If there are more Locations than can be displayed in the space given, up and down arrows
will be shown allowing you to scroll to what you cannot see. Same for Items Displays.

Besides the Locations Display and the Items Displays to the left of the I button, when you
click on it, to the right, will be two boxes, representing what you are carrying in your
right and left hands (right hand is to the left, looking at you). These boxes function
differently than other boxes in that you can move items both into and out of them. So, to
move the item you are carrying in your right hand to the ground, left click on it and hold
the mouse button down, then drag it to the picture of the ground on the Locations Display,
and then release the mouse button. To move the item back, you must first bring up the
Items Display for the ground (if it is not already up) and then follow the same procedure
in reverse, releasing the mouse button when the item is over the box representing your
right hand.

This is pretty much the gist of moving items around. Some advanced functions, like drawers
in desks and sections in lockers, are explained in Chapter 2.

Maybe the best way to practice moving items around, is to kill a kobold and then SEARCH
the square that the corpse is in. Then click on the I button and practice moving any gear
on the ground into your sack, and any coins and gems there into your pouch.


TRAINING


The other area that new players often have trouble understanding, is training.

The basic concept is you get experience from killing critters and are then allowed to
purchase 'training points' for the amount of experience you have gained. You then spend
these training points to gain skill levels and thus increase your abilities in the game.

When hunting, after killing a critter, typically players SEARCH the square that the corpse
is in. This separates any gear that the critter may have been wearing from the corpse.
Then, they enter the LOOT command, which takes all coins and gems in the square and puts
them in their pouch. They then take any exceptional gear, using the items displays or the
TAKE command (explained in Chapter 9), and put them in their sack.

Once the player is done with their hunt, they then go to their trainer and dump the
contents of their sack and pouch onto the buyer's counter (DUMP SACK N if the counter is
north, or E, S or W). Note that new players are given the teleportal to their trainer's
when they leave the college, so it should not be to difficult to find.

Next, they tell the buyer to DEPOSIT the value of the gear, coins and gems into their bank
account. This is done by clicking on the name of the buyer in the rectangles on the right
side of the display, and then adding DEPOSIT, and then hitting enter or right clicking.

Next, they tell the buyer to BUY (<buyer name>, BUY). With this command all training
points (TRP) that can be bought are so bought.

They next go over to the skills books in their trainers, and see how many training points
they have and what increases in skill levels they can purchase. Once they have made any
decisions on what skill levels to purchase, they purchase these through the trainer.

The buyer is behind the counter but the trainer is walking around. To purchase a skill
level just click on the trainer's name and add TRAIN <skill>. So, if you want to gain a
level in the Greatsword skill, just click on the trainer's name and add TRAIN GREATSWORD.
Hitting the enter key or right clicking will complete the training and you can then go
back to the Book of Skills and see that you have gained a level.

When you have accumulated enough experience to go up a character level, you will do so
automatically when you next say anything to your trainer. He will tell you that you have
gone up the level.

There may seem to be a bunch of things to do here but once you get used to it it really
goes pretty fast, and the advantage of a system like this is you can decide for yourself
as to what skills you want to train in first, what next, etc.


HINTS ON PLAY


This 'Hints on Play' is a bit old and a bit verbose, but we have decided to leave it in
here as the hints are still valid and significant. However, in any case, these hints are
only significant after you get a feel for the game and are thus not needed previous to
creating your first character.

1. The way you get around in the land of Mystic Realms is via teleportals. These
are located at various points around the land, and to memorize one and thus
be able to teleport there in the future, you must first get there overland. At
this
point just step on the teleportal and type 'memorize' (or, better yet, just
click on the 'G' button, drag the mouse down to the memorize command,
and then left click, putting this command on the command line). Once you
have memorized a teleportal you can teleport there from any other teleportal
by entering 'TP' followed by the name of the teleportal (this beats walking
any day) or, better yet, clicking on the T button, finding the teleportal name
there, etc. You can also TP to the teleportal you last used regardless of where
you are by entering 'TP RETURN' (however, this will not work if you are
currently engaged in combat and there will be a loss of endurance).

2. When you run into a hostile creature, he will probably attack on sight and you
will be given a combat display with a number of options that you can select
from, with the highest attack bar typically representing the best attack, and
the defensive bar representing how effective you are at defending against
your opponent's attacks. Left clicking on one of the options and then right
clicking will enter that option for you. If you do not enter anything the critters
will attack and the game will decide for you if you attack or parry.

3. After you have killed the critter (if you took the bartender's advice, the initial
critters are not very good fighters) you can move over the corpse and
'Search' it (the S button is for this purpose). You can then display what you
have in your inventory as well as what is on the ground, by left clicking on the
I button, or you can simply take any coins or gems via the Loot command and
the L button.

4. Once you have killed some critters you will want to find the trainer for your
class. You can do this by exploring the town or by asking for directions from
those who might happen to be in the pub. Once you have found your trainer,
you can dump the contents of your sack and pouch on the counter and have
the value of the items deposited in your bank account. Next, there are books
there that you can 'Read' to determine your status with respect to skill levels
and 'training points'. You may then wish to buy training points from the seller
there (10 copper pieces plus 1 experience will buy 1 training point), and if
you have enough of them for a skill level that you wish, you can ask the
trainer there to train you in that skill. Along with getting better gear and
better
endurance, going up skill levels is the primary method of advancement in the
game. For the specifics of these commands type HELP TRAINING while in
the game.

5. When fighting critters, it may just come to pass that, they get the better of you,
and you are lying there dead. At this point, unless a cleric with a Raise Dead
scroll is around, your only recourse is to type RECALL. This will raise you
from the dead and take you to the church, but there is a penalty, in that when
you die and ALSO if you recall, you suffer a loss of experience and training
points. Furthermore, whatever you were carrying in your hands (unless they
are personalized items) will be left where you died.

6. When fighting in combat, it is imperative to use Parry or Cover if your
defensive bar is low. If you do not do this, you will end up dying a lot.

7. When first starting, your Stamina is usually only enough to wear the gear you
start with and not get too fatigued in combat. However, as you gain Stamina
(by training in it at the Endurance trainers) you will get to the point where
you are fatiguing less and can than thus consider wearing some heavier armor
(excepting those that are prohibited from wearing heavy armor such as
magic users and Martial Artists). This manual covers the details of how
fatigue is calculated and the considerations that come into play when making
decisions regarding adding new armor, but the easy way to do this is to just
try something and see if it is too fatiguing. If it is, then take it off and wait
until
you have more stamina or try something else. When going to heavier armor,
the options include wearing a heavier type that uses the same armor skill or
adding 'add-ons', which include helm, boots, epaulettes (shoulder armor),
armored kilt, leggings/leg greaves and gloves/gauntlets/wristbands. Long
term you can also consider retraining to a heavier armor skill if you so
desire.

8. Another consideration when adding heavier armor is whether or not it will
affect your ability to use your weapon. If your weapon only requires Strength
(e.g. weapons using the Mace, Axe or Hammer skill) then no problem.
Otherwise there is a disadvantage in wearing armor that covers the arms
and/or hands, and this is particularly so for weapons requiring a high amount
of Agility (e.g. those using the Rapier or Scimitar skill). Similar to dealing
with fatigue, one way of doing this is to try something and see if it affects
using your weapon too much. The rule of thumb on this is that rigid armor
(e.g. breastplate) will reduce your arm agility by 1, while with everything
else it is just a matter of how much it restricts arm/hand movement. Gloves
and gauntlets, for example, definitely restrict hand movement while
wristbands do not. Chainmail shirts, hauberks and plate armor all restrict
arm/hand movement to one degree or another. For more specifics on this
refer to the combat and armor sections in this manual, and talk to NPCs in the
game that you can find that can tell you the specifics for an individual piece
of armor.

9. The other alternative, for fighting class characters, when getting more
Stamina, is to train in and use Combat Intensity (CI). Unlike armor, CI affects
BOTH your attack and defensive abilities, giving a +1 to both for each level
of CI used. In general, for the same amount of fatigue you can get a +2
defensively if you don more armor instead, but the actual cost in fatigue for CI
varies depending on your Willpower, with higher Willpower decreasing the
fatigue incurred when using CI. Thus, those with higher Willpower will find
using CI more to their advantage, while those with low Willpower will find it
less so.

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