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Mystical Realms

How to Create a Character


for
Mystical Realms

Created By:
Matthew Branyon
President
April 2016

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Mystical Realms

CHARACTER CREATION

Step One: Select Your Characters Race


Step Two: Select Your Characters Class
Step Three: Purchase Skills For Your Character
Step Four: Decide Your Characters Personality
Step Five: Pick A Name For Your Character

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Mystical Realms
RACES OF THE REALMS

Race and Sub-Race


Race represents the entire species as a whole, while the sub-race specifies a select group within
the species; similar to dog breeds.

Advantages
The races of Mystical Realms have advantages associated with them. When you choose a race,
your character will immediately inherit this advantage. There are other advantages available to
each race as well, but these must be discovered during the game.

Make-Up and Costuming Requirements


Each race looks uniquely different from the others. To play a race, the player must meet the
make-up and costuming requirements of that race. The human race is the only race that does not
have a make-up and costuming requirement.

Racial Description
Every race has its own unique history and personality. However, players are not required to
follow a races personality. This is simply to show how the majority of the race behaves, how
others may interact with that race, and a little bit of the known history of that race.

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Mystical Realms
Dwarven
Advantage
One free craft skill purchase.
Drodum
The drodum are a fierce and competitive people. They enjoy fighting, drinking, and
gambling. Unlike their cousins, the drodum do not desire to be excellent crafters; they
even see shop owners and tradesmen as a waste of life. The majority of the drodum have
joined with the Tribal Federation in search of adventure.
Make-Up and Costuming Requirements
The player must wear a long beard, it may be grown or fake, all visible skin must
be covered with black make-up and the hair must be colored red.
Forgedum
The forgedum are twisted minded and dangerous. They perform strange and questionable
experiments on themselves. They are considered the greatest weapon and armor crafters,
and they have a secret technique for smithing that is only known to a select few of the
forgedum. Forgedum are very secretive and wary of the other races. Forgedum hold no
allegiance to any of the major factions, and are one of the few races to still maintain their
own kingdom, The Kingdom of Osgrythdum, which translates to the Kingdom of
Dwarven Secrets.
Make-Up and Costuming Requirements
The player must wear a long beard, it may be grown or fake, the hair must be
colored black or grey, and the body should have silver veins painted on.
Highdum
The highdum are a curious and creative people. They are the greatest miners and
tradesmen of the realms. They are also excellent crafters; having built most of the
buildings in the realms. The highdum are a part of Vinjara and live in mountain cities and
fortresses, some are even deep inside the mountains themselves.
Make-Up and Costuming Requirements
The player must wear a long beard, it may be grown or fake, and the hair must be
colored blonde, black, brown, red, or grey.

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Mystical Realms
Elven
Advantage
One free primary magic skill purchase.
Droxenel
The droxenel are a deceitful people, they are always looking to get the upper hand over
others and each other. The droxenel no longer have their own kingdom; after Voidren
invaded and destroyed the elven homelands the droxenel were sworn into the Imperium,
In the past the droxenel followed a darker form of the druidic code, some still do, but
ever since the droxnel have joined the Imperium they have left behind their druidic ways
and embraced the path of necromancy.
Make-Up and Costuming Requirements
The player must wear pointed ears, all visible skin must be covered with purple
make-up, and the hair must be colored silver, dark purple, or black.
Highvenel
The highvenel are a proud people who have always fought for peace throughout the
realms. The highvenel founded the Council of the Realms to achieve this goal, but this
dream was shattered with the rise of Voidren. Now the highvenel have joined the
Kingdom of Vinjara in an attempt to heal the realms.
Make-Up and Costuming Requirements
The player must wear pointed ears and the hair must be colored blonde.
Vormenel
The vormenel enjoy being free; free of rules, free of restrictions, free of responsibility.
The vormenel once made their homes all over the realms, in forests, swamps, mountains,
and oceans. This all changed when Voidren walked the realms. Now there is only a single
tribe of vormenel left, and they have joined with the Tribal Federation to ensure their
survival. Their druids and shamans provide consul for Kragor Bloodshield.
Make-Up and Costuming Requirements
The player must wear pointed ears, all visible skin must be covered with blue
make-up, and the hair must be colored blue, red, green, or silver.

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Mystical Realms
Human
Advantage
One free skill purchase of a skill costing 10 XP or lower.
Imperial
The humans of the Imperium are called imperials . They are always focusing on
acquiring greater power for themselves. Generations of these humans have lived side by
side the undead, and this has caused them to acquire a sickly nature. Though there seem
to be no symptoms associated with this, the other human races believe that this will have
dire consequences. The imperials, however, see this change as something great. That it
will raise them above the other races.
Make-Up and Costuming Requirements
All visible skin must be covered with painted black veins.
Kingdom
The humans of the Kingdom of Vinjara are called kingdom. They are a noble people,
and are very respected by the Kingdom races. Other races see them as conceded and self
centered, but history will show that kingdom have always aided others in every way they
could.
Make-Up and Costuming Requirements
N/A
Tribal
The humans of the Tribal Federation are called tribal. They are a free spirited people who
enjoy the outdoors rather than a life in some city. There are tribal who live in small
communities and villages, but it is very rare to see them inside a vast city. Tribal are the
only humans that are accepted by the other races. This is largely due to their lack of
desire for expansion and control over others.
Make-Up and Costuming Requirements
Visible Face/War Paint

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Mystical Realms
Orc
Advantage
One free weapon skill purchase.
Gord
The gord are a nomadic people. They travel the realms, but tend to remain in the colder
climates. They live and travel in small tribes that are usually family. Gord have a great respect
for the elderly, and the heads of the tribes are normally also the heads of the ruling family. Gord
are very protective of their tribes, and tend to no trust outsiders. Even though the Gord are not an
official member of the Tribal Federation, they are welcome within its borders; and it is not
uncommon to find Gord fighting alongside the Tribes.
Make-Up and Costuming Requirements
All visible skin must be painted grey, and hair must be colored blue or white.
Ogrimm
The ogrimm are ruthless killers that collect the skulls of their enemies as trophies.
Arguably the most vicious of the races, the ogrimm believe that the more kills they have
in life the better their afterlife shall be. However, this bloodlust does not prevent ogrimm
from making alliances with others.
Make-Up and Costuming Requirements
All visible skin must be painted black with red war paint patterns, and hair must
be colored grey or black.
Orog
The orog are a proud and honorable people. They see the benefits of heeding advice, and
are considered the wisest and most civilized of the orcs. Even so, the orog believe that
there is honor in combat and see death on the battlefield as the best way to die.
Make-Up and Costuming Requirements
All visible skin must be painted green, and hair must be colored black or red.

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Mystical Realms
Other Races
Goblin
Advantage: Goblins begin with the slit throat skill for free.
Goblins are crazy, cranky, fearful, and sneaky. They have no home of their own, but
rather they roam the realms. Goblins tend to travel in packs, and feel safer in greater
numbers. Not the most intelligent of the races, nor the most respected, but goblins have
their own way of doing things and tend not to care what the other races think.
Make-Up and Costuming Requirements
All visible skin must be covered with red make-up, and hair must be colored
black or dark red.

Listari
Advantage: Listari can track individuals. This is more of a role-play ability rather than a
ready to use ability like a skill. To use the tracking skill a player must have a game
official with them. The game official will determine the outcome of using the track
ability.
Listari are cat like humanoids. The listari are stealthy, quick, and cunning . Listari are
also playful and protective. The listari were banished from their homelands by the elves
and had to established a new kingdom called Cavah. They prefer to live in the forest, but
they do have cities. Their cities tend to be built near or within a forest.
Make-Up and Costuming Requirements
All visible skin must be covered with orange, black, white, or yellow make-up
with tiger or jaguar like designs and patterns. The hair color must be
similar to the
skin, and the player may wear a lion's mane.

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Mystical Realms
Other Races
Spindler
Advantage: Spindler can calm spiders at will without a verbal or spell packet. Players
need only raise one hand in the air and state "calm spiders" and all spiders within a 10ft
radius around the player will be affected by the calm animal spell.
Spindler are pointy eared, black skinned, spider like humanoids. The spindler are both
vicious and cautious. They are patient and cunning, always attacking when they have the
upper hand. Spindler are not very sociable and keep to themselves. When the Imperium
discovered the spindler's underground empire right beneath them, they immediately
invaded. After years of war the spindler surrendered to the Imperium, but instead of
annihilation the spindler were allowed to join the Imperium. The spindler live in a vast
cave network underneath the Imperium, and it is rumored that those caves stretch out
even further.
Make-Up and Costuming Requirements
The player must wear pointed ears, all visible skin must be covered with black
make-up with white/grey web like designs, and the hair must be colored
white, grey, or silver.

black,

Troll
Advantage: Trolls regenerate their health and limbs by avoiding all other actions and
focusing on regeneration. Players state "regenerating one, regenerating two, regenerating
three, etc..." until they are at max health. A 60 count is needed to regenerate a limb.
However, trolls cannot regenerate any damage done to them by fire.
Trolls are large green skin humanoids that look similar to moss. Trolls are vicious and
tricky. They enjoy playing games that cause harm and mocking others. They have a
terrible fear of fire. They live in tribal communities within forests and swamps. The trolls
were welcomed into the Tribal Federation, and the troll king, Zanzeer, was given the title
of Chieftain.
Make-Up and Costuming Requirements
The player must wear pointed ears, all visible skin must be covered with green
make-up and the hair must be colored yellow or green.
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Mystical Realms
CHARACTER CLASSES

Crusader
The crusader class utilizes both martial and magical prowess. The
crusader has 5 health points per level, and a health point maximum
of 130. Crusaders are capable of casting spells through weapons.
The crusader is able to learn up to 3 primary magic and 9
secondary magic.
Rogue
The rogue class focuses on stealth and attacking when the odds are
favorable. The rogue has 4 health points per level, and a health
point maximum of 120. Rogues inflict double damage with martial
weapons when attacking targets from behind. The rogue can learn
up to 2 primary magic and 6 secondary magic.

Sorcerer
The sorcerer class focuses on the utilization of all things magic.
The sorcerer has 3 health points per level, and a health point
maximum of 100. The sorcerer can cast ritual magic quicker than
any other class, and can learn up to 4 primary magic and 12.

Warrior
The warrior class focuses on martial combat and fighting the
enemy face to face. The warrior has 6 health points per level, and a
health point maximum of 150. Warriors begin the game dealing 2
damage with all weapons, and they are the only class capable of
obtaining up to 300 armor points. However, warriors are
only able
to learn up to 1 primary magic and 3 secondary
magic.

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Mystical Realms
CHARACTER SKILLS

Skill Tables
Skills are presented in the following tables. The cost of each skill is different for each class;
classes are represented on these tables by the first letter of the class. Prerequisites must be met
prior to being able to purchase a skill. Experience points are used to purchase skills, every player
begins the game with 60 starting experience points. Experience points can be earned during the
game through a variety of means, the most common way is by defeating enemies. Every skill,
except slit throat, is purchasable up to eight times.
Weapon Skills

Skill
Offhand Fighting
One Handed Fighting
Ranged Fighting
Small Weapon Fighting
Two Handed Fighting

S W

Prerequisite

17

20

25

15

N/A

17

20

25

15

N/A

17

20

25

15

N/A

15

10

20

10

N/A

17

20

25

15

N/A

S W

10

15

20

N/A

10

15

20

N/A

10

15

20

N/A

10

15

20

N/A

Primary Magic Skills

Skill
Druidic
Healing
Necromancy
Shamanism

Prerequisite

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Trade Skills

Skill
Chemistry
Engineering
Smithing
Trapping
Inscription

S W

Prerequisite

20

10

15

N/A

20

10

15

N/A

20

10

15

N/A

20

10

15

N/A

10

15

20

N/A

S W

30

20

40

25

1 Combat Skill level per assassinate

30

20

40

25

N/A

25

30

40

20

1 Combat Skill level per decapitate

15

20

30

10

N/A

15

20

30

10

N/A

30

20

40

25

N/A

25

30

40

20

1 Combat Skill level per head shot

20

10

30

15

1 Combat Skill level per incapacitate

15

20

30

10

N/A

35

40

50

30

N/A

15

20

30

10

N/A

20

15

25

20

N/A

Combat Skills

Skill
Assassinate
Avoid
Decapitate
Deflect
Disarm
Escape
Head Shot
Incapacitate
Pierce
Recover
Shatter Limb
Slit Throat

Prerequisite

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Sorcery Skills

Skill
Sorcery Level 1
Sorcery Level 2
Sorcery Level 3
Sorcery Level 4
Sorcery Level 5
Sorcery Level 6
Sorcery Level 7
Sorcery Level 8

S W

Prerequisite

Capable of casting level 1 magic

Capable of casting level 2 magic

12

Capable of casting level 3 magic

12

16

Capable of casting level 4 magic

10

15

20

Capable of casting level 5 magic

12

18

24

Capable of casting level 6 magic

14

21

28

Capable of casting level 7 magic

16

24

32

Capable of casting level 8 magic

S W

Capable of casting level 1 magic

10

Capable of casting level 2 magic

12

15

Capable of casting level 3 magic

12

16

20

Capable of casting level 4 magic

15

20

10

25

Capable of casting level 5 magic

18

24

12

30

Capable of casting level 6 magic

21

28

14

35

Capable of casting level 7 magic

24

32

16

40

Capable of casting level 8 magic

Ritual Skills

Skill
Ritual Level 1
Ritual Level 2
Ritual Level 3
Ritual Level 4
Ritual Level 5
Ritual Level 6
Ritual Level 7
Ritual Level 8

Prerequisite

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Crafting Skills

Skill
Crafting Level 1
Crafting Level 2
Crafting Level 3
Crafting Level 4
Crafting Level 5
Crafting Level 6
Crafting Level 7
Crafting Level 8

S W

Prerequisite

Capable of crafting level 1 trade goods

Capable of crafting level 2 trade goods

12

Capable of crafting level 3 trade goods

16

12

Capable of crafting level 4 trade goods

20

10

15

Capable of crafting level 5 trade goods

24

12

18

Capable of crafting level 6 trade goods

28

14

21

Capable of crafting level 7 trade goods

32

16

24

Capable of crafting level 8 trade goods

S W

15

20

10

25

1 level of druidic per purchase

15

20

10

25

1 level of shamanism per purchase

15

20

10

25

1 level of necromancy per purchase

15

20

10

25

1 level of shamanism per purchase

15

20

10

25

1 level of healing per purchase

15

20

10

25

1 level of druidic per purchase

15

20

10

25

1 level of druidic per purchase

15

20

10

25

1 level of healing per purchase

15

20

10

25

1 level of healing per purchase

15

20

10

25

1 level of shamanism per purchase

15

20

10

25

1 level of necromancy per purchase

15

20

10

25

1 level of necromancy per purchase

Secondary Magic Skills

Skill
Animism
Balance
Death
Destruction
Life
Nature
Plague
Protection
Sight
Tranquility
Undeath
Void

Prerequisite

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Mystical Realms
Skill Descriptions

Weapon Skills
Offhand Fighting
Increases the amount of damage dealt by the weapon held in the non-dominant
hand by one for each purchase of this skill.
One Handed Fighting
Increases the amount of damage dealt by the weapon held in the dominant hand
by one for each purchase of this skill.
Ranged Fighting
Increases the amount of damage dealt by bows, crossbows, and thrown weapons
by one for each purchase of this skill.
Small Weapon Fighting
Increases the amount of damage dealt by daggers, small hammers, hatchets, etc by
one for each purchase of this skill.
Two Handed Fighting
Increases the amount of damage dealt by long swords, staffs, pole-arms, etc by
one for each purchase of this skill.

Primary Magic Skills


Druidic
Increases the level of druidic magic the player is capable of casting by one for
each purchase of this skill.
Healing
Increases the level of healing magic the player is capable of casting by one for
each purchase of this skill.

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Necromancy
Increases the level of necromancy magic the player is capable of casting by one
for each purchase of this skill.
Shamanism
Increases the level of shamanism magic the player is capable of casting by one for
each purchase of this skill.

Trade Skills
Chemistry
Increases the level of chemistry usable by the player by one for each purchase of
this skill.
Engineering
Increases the level of engineering usable by the player by one for each purchase
of this skill.
Smithing
Increases the level of smithing usable by the player by one for each purchase of
this skill.
Trapping
Increases the level of trapping usable by the player by one for each purchase of
this skill.
Inscription
Increases the level of inscription usable by the player by one for each purchase of
this skill.

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Combat Skills
Assassinate
Each purchase of this skill grants the player one assassinate per combat.
Assassinate inflicts 50 damage directly to the targets health. Only the avoid skill, select spells,
and certain racial abilities discovered in game can negate an assassinate. The player must strike
the target in the torso (front or back) and state assassinate to show that this skill is being used.
Avoid
Each purchase of this skill grants the player one avoid per combat. Avoid
negates a single attack that strikes the player. The player must state "avoid"
upon being struck by an attack to show that this skill is being used.
Decapitate
Each purchase of this skill grants the player one decapitate per combat. Decapitate
kills the target immediately, only usable with melee weapons. Only the avoid skill, select spells,
and certain racial abilities discovered in game can negate a decapitate. The player must strike the
target in the torso (front or back) and state decapitate to show that this skill is being used.
Deflect
Each purchase of this skill grants the player one deflect per combat. Deflect
negates a single martial attack that strikes the player, this skill does not stop
magical attacks. The player must state "deflect" upon being struck by a
martial attack to show that this skill is being used.
Disarm
Each purchase of this skill grants the player one disarm per combat. Disarm forces
the target to drop any and all items that are being held in arms and hands. The player must strike
the target in either arm and state disarm to show that this skill is being used.
Escape
Each purchase of this skill grants the player one escape per combat. Escape
negates a single trap or confining spell that strikes the player. The player
must state "escape" at any time after being trapped to show that this skill is
being used.

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Head Shot
Each purchase of this skill grants the player one head shot per combat. Head shot
kills the target immediately, only usable with ranged weapons. Only the avoid skill, select spells,
and certain racial abilities discovered in game can negate a head shot. The player must strike the
target in the torso (front or back) and state head shot to show that this skill is being used.
Incapacitate
Each purchase of this skill grants the player one incapacitate per combat.
Incapacitate knocks the target unconscious immediately. The player must strike the target in the
torso (back only) and state incapacitate to show that this skill is being used.
Pierce
Each purchase of this skill grants the player one pierce per combat. Pierce allows
an attack to ignore armor points and strike directly at the target's health points. The player must
"(damage) (tagline) pierce" when using pierce to show that this skill is being used.
Recover
Each purchase of this skill grants the player one recover per combat. Recover
revives the player from death with only one health point and any remaining armor points they
may still have. The player must immediately state "recover" upon losing all of their health points
to use this skill.
Shatter Limb
Each purchase of this skill grants the player one shatter limb per combat. Shatter
limb prevents the target from using the afflicted limb. The player must strike the target in either
arm or leg and state shatter limb to show that this skill is being used. Only one limb is
shattered per use of this skill.
Slit Throat
The player is capable of forcing a target to dissipate and require a character
reanimation. The target must be dead or unable to defend itself for this skill to work. The player
states "slitting throat one, slitting throat two, ......, slitting throat nine, slitting throat ten" to show
that this skill is being used. Upon dissipating, the target must drop all in game items and report to
a game official for character reanimation.

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Sorcery Skills
NOTE: No sorcery skill may be purchased without having purchased equal to or more than of
the sorcery level lower than the desired sorcery skill. Example: A player who wishes to purchase
a third sorcery level two skill must first have purchased three or more sorcery level one skills.
Sorcery Level One
This skill gives the player the ability to cast one level one sorcery spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per combat per school of magic).
Sorcery Level Two
This skill gives the player the ability to cast one level two sorcery spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per combat per school of magic).
Sorcery Level Three
This skill gives the player the ability to cast one level three sorcery spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per combat per school of magic).
Sorcery Level Four
This skill gives the player the ability to cast one level four sorcery spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per combat per school of magic).
Sorcery Level Five
This skill gives the player the ability to cast one level five sorcery spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per combat per school of magic).
Sorcery Level Six
This skill gives the player the ability to cast one level six sorcery spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per combat per school of magic).

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Sorcery Level Seven
This skill gives the player the ability to cast one level seven sorcery spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per combat per school of magic).
Sorcery Level Eight
This skill gives the player the ability to cast one level eight sorcery spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per combat per school of magic).

Ritual Skills
NOTE: No ritual skill may be purchased without having purchased equal to or more than of the
ritual level lower than the desired skill. Example: A player who wishes to purchase a third ritual
level two skill must first have purchased three or more ritual level one skills.
Ritual Level One
This skill gives the player the ability to cast one level one ritual spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per event per school of magic).
Ritual Level Two
This skill gives the player the ability to cast one level two ritual spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per event per school of magic).
Ritual Level Three
This skill gives the player the ability to cast one level three ritual spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per event per school of magic).
Ritual Level Four
This skill gives the player the ability to cast one level four ritual spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per event per school of magic).

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Ritual Level Five
This skill gives the player the ability to cast one level five ritual spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per event per school of magic).
Ritual Level Six
This skill gives the player the ability to cast one level six ritual spell per purchase.
This skill applies to all schools of magic that the player is capable of casting (one purchase of
this skill grants one spell per event per school of magic).
Ritual Level Seven
This skill gives the player the ability to cast one level seven ritual spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per event per school of magic).
Ritual Level Eight
This skill gives the player the ability to cast one level eight ritual spell per
purchase. This skill applies to all schools of magic that the player is capable of casting (one
purchase of this skill grants one spell per event per school of magic).

Crafting Skills
NOTE: No crafting skill may be purchased without having purchased equal to or more than of
the crafting level lower than the desired skill. Example: A player who wishes to purchase a third
crafting level two skill must first have purchased three or more crafting level one skills.
Crafting Level One
This skill gives the player the ability to construct one level one trade good per
purchase. This skill applies to all schools of trade that the player is capable of using (one
purchase of this skill grants one trade good construction per school of trade).
Crafting Level Two
This skill gives the player the ability to construct one level two trade good per
purchase. This skill applies to all schools of trade that the player is capable of using (one
purchase of this skill grants one trade good construction per school of trade).

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Crafting Level Three
This skill gives the player the ability to construct one level three trade good per
purchase. This skill applies to all schools of trade that the player is capable of using (one
purchase of this skill grants one trade good construction per school of trade).
Crafting Level Four
This skill gives the player the ability to construct one level four trade good per
purchase. This skill applies to all schools of trade that the player is capable of using (one
purchase of this skill grants one trade good construction per school of trade).
Crafting Level Five
This skill gives the player the ability to construct one level five trade good per
purchase. This skill applies to all schools of trade that the player is capable of using (one
purchase of this skill grants one trade good construction per school of trade).
Crafting Level Six
This skill gives the player the ability to construct one level six trade good per
purchase. This skill applies to all schools of trade that the player is capable of using (one
purchase of this skill grants one trade good construction per school of trade).
Crafting Level Seven
This skill gives the player the ability to construct one level seven trade good per
purchase. This skill applies to all schools of trade that the player is capable of using (one
purchase of this skill grants one trade good construction per school of trade).
Crafting Level Eight
This skill gives the player the ability to construct one level eight trade good per
purchase. This skill applies to all schools of trade that the player is capable of using (one
purchase of this skill grants one trade good construction per school of trade).

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Mystical Realms
Secondary Magic Skills
Animism
Increases the level of animism magic the player is capable of casting by one for
each purchase of this skill.
Balance
Increases the level of balance magic the player is capable of casting by one for
each purchase of this skill.
Death
Increases the level of death magic the player is capable of casting by one for each
purchase of this skill.
Destruction
Increases the level of destruction magic the player is capable of casting by one for
each purchase of this skill.
Life
Increases the level of life magic the player is capable of casting by one for each
purchase of this skill.
Nature
Increases the level of nature magic the player is capable of casting by one for each
purchase of this skill.
Plague
Increases the level of plague magic the player is capable of casting by one for
each purchase of this skill.
Protection
Increases the level of protection magic the player is capable of casting by one for
each purchase of this skill.
Sight
Increases the level of sight magic the player is capable of casting by one for each
purchase of this skill.

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Mystical Realms
Tranquility
Increases the level of tranquility magic the player is capable of casting by one for
each purchase of this skill.
Undeath
Increases the level of undeath magic the player is capable of casting by one for
each purchase of this skill.
Void
Increases the level of void magic the player is capable of casting by one for each
purchase of this skill.

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Mystical Realms
Decide Your Characters Personality
There is no mandatory requirement that forces you to give your character quarks or
habits, but it does make playing that character a little more fun. Players are welcome to
base their characters personalities on their race, but at the end of the day it is all up to the
players how they want to play their character.

Pick A Name For Your Character


All that is left to do is pick a name for your character and you are all set to play the game.
You are now ready to forge your own legend.
Don't forget to check out other Mystical Realms player guides to learn more about the game.

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