Classes

Classes | Combat | Commands | Getting Started | Skills | Spells | Weapons and Armor



  The information in this section has been adapted from the Players' Manual. I have updated and added information where necessary.


  In the land of the Mystic Realms there are a variety of classes to which a character may dedicate, with trainers for each. The advantage of dedicating to a particular class is that the cost of training that class' skills is greatly 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 individual sections, 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 your dedication level (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).


CLASSES

Cleric Classes
  Some have described clerics as being "half-fighter/half-mage," and this is pretty close to the truth. They can fight in melee combat like fighters, but not quite as well, and they have prayers that they can recite and help themselves and others. In effect, they rely on a balance of both spells and fighting ability to see them through.
  Druids are the cleric class most closely tied to nature and growing things. They cannot wear heavy armor like other cleric classes, but they can boost their own and others' stats with the Hero prayer, and Barkskin is an important defensive prayer.
  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 kill enemy creatures.
  Priests are the cleric class that is best at fighting in melee combat. They have a powerful prayer, Bless, that increases their abilities in melee combat as well as others for whom they recite it. 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. About half the Priests in the land use weapons to attack enemy creatures, while the other half use their prayers.
  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, then kill them with their Assult 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 Warlocks (male witches) that are quite capable.


Optimzied Clerics List
Fighter Classes
  Fighter classes are the ones most oriented on combat, be it melee or ranged. They have the best overall weapon and armor selections, and are the strongest in general in terms of physical toughness.
  Knights wear the heaviest 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 a good choice for starting players.
  Mercenaries are the professional soldiers of MRA; they have the widest range of weapon skills, 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, monk belts, and headbands 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.

  Warriors are fighters that wear moderately heavy armor but often use the heaviest weapons, making them very good at attacking but less good defending. They are an easy class to pick up initially and are a good choice for starting players.


Optimized Fighters List
Magic-User Classes
  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, magical wands, and other devices, that only they can use.

  Wizards are the masters of Light and Energy, and each Wizard is dedicated to one of these two disciplines. In general, Energy Wizards have better defensive abilities than Light Wizards, with the latter having better attack spells, but a wizard of one discipline can learn spells of the other discipline, though one 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 EShield and Darkness.
  Sorcerors are the masters of the elements; each Sorcerer is 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, protection spells that keep them from being harmed and inhibit other creatures from attacking them.


Optimized Mage List
Rogue Classes
  Rogues are only slightly stronger than mages in combat ability, but they rely more on their stealth and special abilities, rather than spells or sheer toughness.

  Assassins are the Rogue class that is most capable in combat but also the most vulnerable. They must hide, stalk, and then backstab or snuff their enemies, and this usually means it takes them longer to kill critters, risking vulnerability if they are seen - they must either flee or defend themselves. However, the advantage Assassins have is that 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.
  Rangers are on a par with Assassins in combat, plus they have the ability to use ranged and thrown weapons to attack from a distance.
  Thieves are somewhere between Assassins and Rangers in stealth, and below both in combat ability. They rely more on their stealing ability to gain experience, but can hold their own if drawn into combat (by being seen or failing a steal check).


Optimized Rogue List

CLASS DESCRIPTIONS

Assassins
  In the 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 that but also your ability to attack and fight in melee combat. 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.
  Skillwise, Assassins should concentrate on their armor, Dagger, Hide, and Backstab and Snuff skills, 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.

  Before preparing to attack a target, Assassins should be holding a dagger or stiletto with the WIELD command. This puts the blade point down, enabling them to stab or snuff. Also, obviously, they should always hidee before attacking, so as to remain unseen. Once in combat, they should target their enemy, which enables them to keep the same combat values until they attack. SNUFF allows them to remain hidden as long as they hit, while STAB is more effective, but the assassin must kill the target to remain hidden.

  Prerequisites: None.
  Assassin Armor Skills: Unarmored, Leather Vest
  Assassin Weapon Skills: Dagger, Sword, Rapier, Scimitar, Longsword
  Assassin Combat Skills: Round Shield, Dodge, Precision Attacking, Combat Intensity
  Assassin Other Skills: Hide, Backstab, Snuff


Druids
  Druids are clerics who revere nature above other gods. They are the priests of living, growing, things, and their spells reflect this. Barkskin is a good defensive spell, turning the target's skin hard like treebark, while Lightning calls down bolts of lightning on the target. Druids are unique among the spellcasters in that they get the Hero spell, which grants a bonus to one of the target's stats.
  A high Empathy is, of course, necessary for casting spells; Strength, Agility, Constitution, and Willpower are also good for those druids who wish to engage in melee combat.
  As a druid, you should train armor, weapon, and shield skills to extent you wish if you intend to be fighting a good deal; otherwise, the Nature and Beings skills to support the spellcasting. Dodge is always a good choice in any case, to aid in defense.

  Druids are very light on prayers, which often forces them to learn other cleric classes. They should always use Barkskin before entering combat to boost their defense, as well as Hero Empahty to multiply their Mana points. Lightening is a strong prayer, effective against most creatures; if all else fails, they can fall back on their fighting skills.

  Prerequisites: Agility 17, Empathy 18.
  Druid Armor Skills: Unarmored, Leather Vest
  Druid Weapon Skills: Flail, Rapier, Scimitar, Staff
  Druid Combat Skills: Round Shield, Dodge, Nature, Beings, Precision Attacking, Combat Intensity
  Druid Spells: Barkskin, Hero, Lightening, ProtNature


Healers
  Healers are the clerical class specializing in 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. High Constitution facilitates the wearing of heavy (hauberk or plate) armor, so the other significat stat is Strength for inflicting damage on one's enemy in melee combat.

  Healers can help others with their Heal, Refresh, Bind, Mend and other prayers, making them good characters to have in any group. They can wear heavier armor without as much penalty due to their Refresh prayer - when they get overly fatigued, they can refresh themselves. Harm is also a very effective prayer in combat, and Healers have good armor and weapon skills, making them effective in melee also.

  Prerequisites: Constitution 17, Empathy 18.
  Healer Armor Skills: Leather Vest, Breastplate, Chainmail, Hauberk, Plate Armor
  Healer Weapon Skills: Axe, Mace, Hammer, Flail
  Healer Combat Skills: Round Shield, Kite Shield, Dodge, Precision Attacking, Combat Intensity
  Healer Prayers: Bind, Cure Blindness, Cure Disease, Cure Poison, Harm, Heal, Mend, Raise Dead (Empathy 19), Refresh


Knights
  Knights are fighting class characters with strong 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. In both cases, Constitution necessary for staying power, and if you want to wear plate armor, 17 is minimal and 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 weapon choice is the halberd or lucern hammer, then Agility becomes as important as 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.
  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. Note, however, that none of these items (except for a helm) can be worn with plate armor.
  Long term, you should consider retraining your Armor skill to Chainmail or, particularly if your Constitution is 18, Plate Armor. Combat Intensity is another option and will improve your attack and defense abilities.

  Knights have the best ability to stand toe-to-toe with monsters, with their high Stamina and defense, and the ability to wield polearms to keep their foes at a distance. Knights should keep a lot of refresh potions on hand, or a Healer close by, however, for when they fatigue.

  Prerequisites: None.
  Knight Armor Skills: Breastplate, Chainmail, Plate Armor
  Knight Weapon Skills: Longsword, Halberd, Flail
  Knight Combat Skills: Round Shield, Kite Shield, Dodge, Precision Attacking, Combat Intensity


Mercenaries
  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 Constitution 17 is needed and 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 letting them use Sword, Longsword, Rapier, Scimitar and Dagger, their Mace skill letting them use Axe, Mace, Hammer and Flail, their Maul skill giving letting them use Maul, Greatsword, Halberd and Staff, their Spear skill letting them use Spear and Pike, and their Crossbow skill letting them use 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 can specialize in armor skills, weapon skills and Kite Shield. They start with a number of specialization points and, at character level, a number of additional points (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, all specializations in previous skills of that type now apply to the new skill. Thus, if you have 4 levels in Chainmail and specialize in Plate Armor, you will have no levels in chainmail but will instead have 5 levels in Plate Armor. Thus, when going to a higher armor skill, it is best to get the specialization points necessary to specialize in that amor 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 time.
  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 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, you should concentrate on your Armor, Weapon and Shield skills, your 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.). 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.
  Mercenaries have probably the best all-around combat ability of any class in MRA - they have skill in long-range (crossbow), medium-range (polearms), and melee combat, and are proficient with all types of armor. They are effective alone or as part of a team.

  Prerequisites: None.
  Mercenary Armor Skills: Leather Vest, Breastplate, Hauberk, Chainmail, Plate Armor
  Mercenary Weapon Skills: Sword, Mace, Maul, Spear, Crossbow
  Mercenary Combat Skills: Kite Shield, Dodge, Precision Attacking, Combat Intensity


Monks
  Monks are fighting class characters that believe in excelling in the most fundamental aspects of combat, and thus wear no armor and use no 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) or Kung Fu (which lowers the cost of the Hand Bocks skill). While there is a Kicks and Throws skill, it has not been implemented yet and cannot be used.
  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 Willpower, 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 Intensty 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 (not implemented yet), and Fundamentalism. This last skill gives a +.5 per level to all attacks and defenses, but only 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 or Hand Attacks, depending on their discipline dedication. Increasing Stamina is also extremely important so they will be able to raise their Combat Intensity level. Long term, they can find rings to 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, as well as headbands and belts.
  Monks are somewhat handicapped by their inability to use weapons or armor, which grants others special effects they don't have access to. Headbands, belts, shirts, and pants take the place of armor, though, which alleviates the penalty slightly. Players have noted that Karate is the stronger skill, so this would likely be the better choice when making a monk character.

  Prerequisites: Will 18.
  Monk Armor Skills: Unarmored
  Monk Weapon Skills: Hand Attacks, Hand Blocks, Kicks and Throws (not implemented)
  Monk Combat Skills: Fundamentalism, Precision Attacking, Dodge, Combat Intensity.


Priests
  Priests are, to a large degree, the 'general purpose' cleric class, having the prayers covering the effects most commonly associated with clerics, including some that only they can learn. 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 have a very powerful prayer in BLESS that they should always use before entering combat. In combat, they can use Damn to kill enemies, and Turn is very effective against undead. They also have the ability to raise the dead, and gain XP from doing so. Like healers, they have good weapon and armor choices, making them strong fighters even without their spells.

  Prerequisites: Strength 17, Empathy 18
  Priest Armor Skills: Leather Vest, Breastplate, Chainmail, Hauberk, Plate Armor
  Priest Weapon Skills: Axe, Mace, Hammer, Flail
  Priest Combat Skills: Round Shield, Kite Shield, Holiness, Dodge, Combat Intensity, Precision Attacking
  Priest Prayers: Bless, Curse, Damn, Mute, ProtEvil, ProtUndead, Remove, Turn


Rangers
  Rangers are thieving class characters with strong ranged combat skills, some ability to fight in melee combat, and also some stealth abilities. When one thinks of ranged combat skills, the bow immediately comes to mind, but this is not the only one. The Spear skill, in particular, offers the combination of melee combat, 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 in melee and can be thrown as well. The Sword, Longsword, Rapier, or Scimitar skills are often used to supplement bow and sling (and sometimes spear) users for melee 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 extremly 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 hand 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, you should concentrate on developing armor, weapon and shield skills, Dodge and Hide skills, and 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 Intensity.

  in combat, Rangers should rely on their bow or other ranged attack to take down enemies from afar (making use of obstacles like rivers also comes in handy, as you shoot from the far side of the obstacle without risking getting attacked). They also have the ability to hide, which makes for effective sneak attacks (either ranged or melee).

  Prerequisites: None.
  Ranger Armor Skills: Unarmored, Leather Vest, Breastplate, Chainmail
  Ranger Weapon Skills: Sword, Longsword, Rapier, Scimitar, Axe, Spear, Shortbow, Longbow, Sling
  Ranger Combat Skills: Round Shield, Dodge, Precision Attacking, Combat Intensity
  Other Ranger Skills: Hide


Sorcerers
  Sorcerers are the magic user class specializing in the elements, and each may dedicate to either Fire, Ice, Earth or Air. Agility is also an important stat to Sorcerers, as it affects their ability to dodge as well as blocking with a 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 Dagger or 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, which 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 be adversely affected by the element and will suffer a penalty when attacking into that square.
  Each discipline also has 'one-square' and '3x3' square spells with the former doing twice the damage, but the latter covering a larger area. Before entering combat, sorcerers should always cast their protection spell on themselves, and then cast their one-square duration spell (Cold, Fire, Fumes, or PCloud) also. This gives them a defensive advantage, which is important for new players. In combat, they should use area spells against large numbers of creatures, or the point-effect spell against single targets.

  Prerequisites: Will 17, Cog 18.
  Sorcerer Armor Skills: Unarmored
  Sorcerer Weapon Skills: Dagger, Staff
  Sorcerer Combat Skills: Sorcery, Dodge, Precision Attacking, Combat Intensity
  Sorcerer Spells: Air, Blast, Acid, Earth, Fire, Fireball, Ice, Iceball


Thieves
  In the 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 its normal effect 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 skills 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, you should concentrate on Thief class skills more than anything else, but can learn the skills of other classes (including Assassins) if you have prepared for this when initially creating the character.
  Thieves make most of their experience (and wealth) from stealing; learning the Assassin's skills is also a good idea, though, as they can attack from hiding.

  Prerequisites: None.
  Thief Armor Skills: Unarmored, Leather Vest
  Thief Weapon Skills: Dagger, Sword, Rapier, Scimitar, Longsword
  Thief Combat Skills: Round Shield, Dodge, Precision Attacking, Combat Intensity
  Thief Other Skills: Hide, Steal


Warriors
  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 capabilites, and disdaining the use of heavy armor (hauberk and plate armor, e.g.) because that would inhibit their ability to use their weapon. Because the Warrior's 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 adversly 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.
  Warriors are not quite as effective as Mercenaries, but they are still strong fighters, able to hold their own in most situations. They are hampered by the lack of ranged combat abilities, however, so should either avoid such situations when possible, or charge up on archers quickly to engage in melee combat. They should retrain to chainmail by L30-35 and wear a breasplate with the chain, as Breastplate rings are impossible to find after that point, and the extra armor is almost a necessity.

  Prerequisites: None.
  Warrior Armor Skills: Leather Vest, Breastplate, Chainmail
  Warrior Weapon Skills: Sword, Longsword, Greatsword, Rapier, Scimitar, Axe, Mace, Hammer, Flail, Maul, Spear, Pike
  Warrior Combat Skills: Round Shield, Dodge, Precision Attacking, Combat Intensity


Witches
  Witches are cleric-types who dabble in hexes and jinxes - minor mind-affecting spells that can boost morale, put a target to sleep or into a trance, or damage a target's mind. As clerics, Empathy is most important for Witches, but Charisma is a near second. Strength (or Agility for female witches), Constitution, and Willpower are all good stats for increasing combat and spellcasting ability.
  Initially, Witches should develop their spellcasting (particularly Mind Attacks and Jinx) and armor skills, as well as a weapon (staff is a good choice, as they can use their brooms); Dodge is good for defense. As time goes on, they should train Mass Attacks so as to be able to handle more opponents, retrain to a higher armor, and train in Combat Intensity for melee combat.
  Witches have powerful prayers in Daze, Stun, etc., which incapacitate attacking enemies, making them much easier to kill. They should use these prayers to blunt an initial charge of a group of monsters, or to soften them up for a group member to kill. Assult is a powerful attack prayer also, able to kill a single creature or a large group.

  Prerequisites: Empathy 18, Charisma 17
  Witch Armor Skills: Leather Vest, Breastplate, Chainmail
  Witch Weapon Skills: Mace, Hammer, Flail, Rapier, Scimitar, Staff
  Witch Combat Skills: Witchery, Round Shield, Dodge, Precision Attacking, Combat Intensity
  Witch Spells: Assult, Courage, Cowardice, Daze, Doze, Elegance, Jinx, Mute, ProtMind, Restore, Stun, Trance


Wizards
  Wizards specialize in light and energy, and each Wizard may dedicate to either of these two disciplines. A Cognition of 18 and an Agility of 17 are required to become a Wizard. Other than these two stats, 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 Dagger or Staff skill, their Dodge skill, and the spells EShield, Darkness, EBolt, and LBeam.
  Like sorcerers, wizards should always cast protecitve spells on themselves - in this case, Darkness or EShield. In combat, casting Darkness on enemies sometimes confuses them, and Blind can take them out of the fight, at least temporarily. Laser and EBolt are a wizard's primary attack spells, though, and EHamm offers another useful spell when fighting with others.

  Prerequisites: Agility 17, Cog 18
  Wizard Armor Skills: Unarmored
  Wizard Weapon Skills: Dagger, Staff
  Wizard Combat Skills: Dodge, Precision Attacking, Combat Intensity
  Wizard Spells (Energy): Dispel, EBolt, EHamm, EShield, ProtEn, ProtLight, ProtMagic, Silence
  Wizard Spells (Light): Blackness, Blind, Darkness, Dispel, LBeam, ProtMagic, Silence, Vision


CHARACTER RACES AND SEX

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

  Barbarians: Humans living in the (relatively) untamed fringes of Alhanzar. Barbarians typically make excellent Warriors and Priests and other fighting classes.
  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.
  Nomads: Humans wandering from place to place in the lands or Alhanzar. Nomads typically make excellent Mercenaries and Monks, and also make good Priests and Sorcerers.

  Outcasts: Humans that, for one reason or another, were 'cast out' from normal society in days past in the lands of Alhanzar. Outcasts make excellent Rangers and Assassins, and also make good Thieves and Warriors.
  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.
  Villagers: Humans living in the villages and countryside of the lands of Alhanzar. Villagers typically make excellent Healers and Witches, and good clerics or fighting classes otherwise.
  High Elves: Racially distinct from the humans, these are the Elves that are most generally known to be 'Elves', and make excellent Wizards and very good Thieves, Assassins, and Rangers.
  Wood Elves: More reclusive than High Elves, Wood Elves are more sturdy and of darker of complexion. They make excellent druids.
  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 small targets. Dwarves make excellent Mercenaries.
  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 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.