Meridian 59

Meridian 59

34 ratings
Stats and Stat Choices at Character Creation
By Ransom
This guide is meant to help a new or returning player with stat choices for their character. I will first explain how, functionally, stats work and why you should choose to weigh certain stats more heavily than others. At the end, I’ll give suggested stats for a variety of proven character types.
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Introduction
This guide is meant to help a new or returning player with stat choices for their character. I will first explain how, functionally, stats work and why you should choose to weigh certain stats more heavily than others. At the end, I’ll give suggested stats for a variety of proven character types.

One thing to note, is you cannot change your stats once you create your character. This is a limitation in design of an old game, but it is integral to character creation. If you have already created a character and find after reading this, your stats don’t work for what you want, do not hesitate to create a new character. It is better starting with what you know you want, then finding out later you have too much or too few of a specific important stat.
Stats
INTELLECT - Determines spell power for Jala and Riija schools. We’re starting out of order with Int, because honestly, choosing this stat is important for how many schools and levels you want for your character. This chart on Gilroy’s Meridian 59 reference[gilcon.net] vaguely explains the total levels you can reach for your Int chosen. Int works in blocks of five points. One thing to note, ignore the “total level” count of the chart I just referenced. It is wrong in certain instances. Focus more on combinations of levels.

Some examples of how INT = levels:

10 Int - You can get two level 6 schools. This is most often used for a “pure fighter” who will go 6 Weaponcraft 6 Kraanan.

20 Int - Now with 10 more int, two more effective levels can be added. This does not mean 6/6/2. Since level one and two count as one level, this character can now go 6/6/3. Or, can avoid level 6 in WC and Kraanan, and go 5/5/5.

30 Int - This character can add two more effective levels. They can go 6/6/5, or again, 5/5/5/3 or other combinations that make up the total effective level.

40 Int - The typical 40 int character will have 5/5/5/5, or as you’ll see in suggested builds below, something like 5/6/5/4 works as well.

50 Int - The max int you can have, will give you a character that is typically 5/6/6/5. However, with this many levels builders can get creative. I’ve seen 2/5/5/6/5, as well as 5/5/5/4/4. Max Int can be fun if you can manage the amount of reagents and inventory management required with that many schools.

For 15, 25, 35, 45 INT, simply add one more effective level to the total of what was previously provided. If a 20 Int character can go 5/5/5, a 25 int can go either 5/5/6, or 5/5/5/2.

Options are truly limitless and school/level choices can feel daunting. I will provide more help in directing you to your choice at the end of this guide.

MIGHT - Useful for damage with weapons, as well as carrying capacity. You will quickly find as you build in Meridian, that inventory management is a big piece of the puzzle. Not only does carrying more help you collect more, and therefore sell more to make money as you build, it is also key in managing a variety of armor, robes and reagents in PvE and PvP. I suggest all characters to have a minimum of 30 might, and typically make characters with 35-45 might. I’ve had characters with 20 and 25 might, and inventory adjustment becomes a headache.

STAMINA - Kraanan’s spell power and soft cap stat. (Soft cap is your stamina x 2. So if you have a 40 stamina, your Kraanan soft cap for improves will be 80%.) Your max hit points is 100 + Stamina. Stamina also determines how fast you gain hit points, as well your regen for hitpoints and vigor. Minimum stamina in all of my builds is 40, and I prefer 45-50 for nearly every character I make. Under 40 leaves low Kraanan soft caps (all of your defensive spells) as well as lower max HP.

MYSTICISM - Soft caps and spell power for Faren, Qor, Shal’ille. Determines your maximum mana with mana nodes. Most characters need between a 35-50 mysticism. Pure fighters can get away with less. See my suggestions below.

AGILITY - Your defensive statistic. Soft cap for dodge, parry, block and scimitar wielding. Agility points give you x4 defense points (not visible in client). For more on offense and defense, check the Gilroy’s Meridian 59 forums.

AIM - Your offensive statistic for weaponcraft. Soft cap for short sword wielding, fencing, fire and archery. Each point of aim gives you x4 offense points.

When configuring my stats, agility and aim typically are the stats I will sacrifice most.
Suggested Builds
The following are common builds that are proven in PvE and/or PvP. Explanations where needed. All stats are in order of the selection screen - Might-Int-Stamina-Agility-Myst-Aim.

“Three School bower”
Schools: 5WC / 5 Kraanan / 5 Qor
Stats: 40-20-50-30-45-15
Description: blind, invis, bow with the versatility to hold and splash of acid. The essential PvPer.

Schools: 5WC / 6 Kraanan / 5 Shal’ille
Stats: 40-25-50-30-40-15
Descripton: purge, dazzle, bow, rescue and anti-magic aura. A PvE and PvP specialist.

“Pure Fighter”
Schools: 6WC / 6 Kraanan
Stats: 50-10-50-50-5-35
Description: focus on weapons, bow and Kraanan buffs, anti-magic aura to level the playing field

“Four Schooler”
Schools: 5WC / 5 Kraanan / 5 Qor / 6 Riija
Stats: 40-45-45-15-45-10
Description: a qor with mobility, morph, and additional offense and defense (and teleport in elusion.)

Schools: 5WC / 6 Kraanan / 5 Shal’ille / 4 Riija
Stats: 40-40-50-15-40-15
Description: Adds dement, illusionary firewall, reflections and illusionary form to a potent shal bower

Schools: 5WC / 5 Kraanan / 5 Shal’ille / 6 Riija
Stats: 40-50-45-15-40-10
Description: same as above, but with morph and elusion (teleport.)

Schools: 5WC / 5 Kraanan / 5 Shal’ille (or Qor) / 5 Faren
Stats: 40-40-45-15-45-15
Description: qor or shal bower with Faren options for versatility (walls and blast spells.)

“Pure Mage”
Schools: 2WC / 5 Kraanan / 5 Shal’ille (or Qor) / 5 Faren / 6 Jala
Stats: 40-50-50-9-50-1
Description: focusing on magic, with faren damage. Jala songs and mana crystal for support

Schools: 2WC / 5 Kraanan / 5 Qor / 5 Faren / 6 Riija
Stats: 40-50-50-9-50-1
Description: focusing on magic, with faren damage. Riija for additional versatility and defense

A quick summary of the above: If a character is Qor or Faren, I suggest a 45 myst or higher. For Shal, 40 is typically doable. Aim is obviously the most sacrificed stat, and that is because there are many buffs, Jonas faction and equipment that give offensive boosts. Far fewer give defense (agility).

Like I said before, there are so many options to choose from, but the above will get a new player started and complete with a solid character. As you learn the play style you like, you’ll be able to adjust your characters in the future.
Milestone School Levels
For schools, there are certain clear levels to stop at for each school. Use these milestones to help plan your school choices.

Riija - 3, 4, 5, 6
Level three - reflections, illusionary form, illusionary firewall
Level four - dement
Level five - morph
Level six - elusion

Shal’ille - 3, 4, 5
Level three - rescue
Level four - dazzle, purify, forces of light
Level five - purge

Kraanan - 2, 3, 4, 5, 6
Level two - bless, super strength
Level three - magic shield, free action
Level four - eagle eyes, discord, dispel illusion
Level five - armor of gort, resist magic, killing fields
Level six - anti-magic aura

Qor - 4, 5, 6
Level four - hold
Level five - blind
Level six - gaze of the basilisk

Faren - 4, 5, 6
Level four - fireball, firewall, blast spells
Level five - earthquake, lightning bolt
Level six - sporeburst (requires Qor 5)

Jala - 2, 3, 5, 6
Level two - conciliation
Level three - spellbane, distill
Level five - mana convergence
Level six - mana crystal

WC - 2, 3, 4, 5
Level two - dodge (and block in level 1)
Level three - fencing, hammer wielding
Level four - parry, fire, scimitar wielding
Level five - archery

There are other useful spells in each of these schools, but the above spells are truly reasons to get to a certain level.
Final Thoughts
If you are a new player to Meridian 59, I would highly suggest choosing one of the three school bower options in the previous section. Using a WC / Kraanan / Qor (or Shal'ille) character as your starting character, gives you a strong PvE and PvP character, that will be less expensive to build than other options, and provide you with enough variety that Meridian offers.

Often guides suggest starting as a pure fighter, but that is typically a sitiuational group PvP'er without many tricks. Three schoolers will allow you to get into the action and experience it while being effective in combat.

Good luck and enjoy this game. It is one of the few PvP games where community and reputation means everything, with plenty of variety in stats, levels and PvE.
16 Comments
Kanth Jan 25 @ 2:48am 
I’ve spoken with some veteran players who, after extensive experimentation, concluded that the most valuable stats to prioritize are INTELLECT, STAMINA, and, to some extent, MIGHT.

INTELLECT: Enables you to learn more skills from schools (i.e: more high level skills from schools).
STAMINA: Improves your efficiency in fighting, casting spells, running, max hp and other activities.
MIGHT: Increases your carrying capacity, which is crucial for transporting essentials like reagents and food.
Kanth Jan 25 @ 2:45am 
I conducted tests with the game's stats in a private world using the source code and discovered that, in the long run, AIM and AGILITY are almost entirely useless. These stats provide limited utility during the early stages of character development, but their impact diminishes significantly as the game progresses. Due to the game's grinding nature, the soft cap on skills tied to these stats becomes negligible, and the bonuses they offer to offense, defense, and skill-related damage are trivial at best.
vigg May 25, 2024 @ 10:53am 
Thank you so much for taking the time to write this; it's been invaluable to my friends and I who started playing M59 for the first time in 2024.
Smokewood Feb 9, 2023 @ 6:42am 
Thanks for sharing! Haven't played since 1990s. Great to see that the game is still alive.
Ransom  [author] Jun 16, 2022 @ 11:42pm 
@Terashi there is no dual wielding weapons in Meridian. However, if you're planning faren, you can equip two jewel of froz for extra damage on on your touch spells.

Faren/shall/jala is fun and princess is the perfect faction. I would suggest going with the pure mage build above for defensive spells and the ability to make kraanan potions as well with Jala.

You could drop Kraanan to 4 and up WC to 3 if you wanted fencing axe or hammer wielding.
Terashi Jun 11, 2022 @ 10:29pm 
Also, question. Does this game have dual-wielding?
Terashi Jun 11, 2022 @ 10:29pm 
What I really want is a three schooler of Faren/Jala/Shal with a little Wc to get me through early game when max mana is low.
Ransom  [author] Apr 23, 2022 @ 8:11pm 
Staggering is fine now, but it isn't necessary in any way. An example of what I do: Get to Kraanan 3 and Shal'ille 3 before going to WC 3. Magic shield in Kraanan is HUGE for block, dodge and parry improves. Rescue in Shal 3 is amazing when you don't have a mule running your gear to sell. Also, I do love to have a spirit hammer to work hammer to 99. There is something fun about that part of the character build.

Feel free to get whatever levels you want in whichever order you prefer. The only inconvenience is potentially switching between Jonas, Duke or Princess for optimum improving, but at lower levels, things improve fast no matter your faction. Do be sure to account for your total levels, though. Nothing worse than having a half built character and realizing you are 5 int short of your dream build.
Ekrindul Apr 7, 2022 @ 8:25am 
Hey Ransom, what do I need to know about staggering schools? I haven't played since the 90's and cannot recall what the implications were.
Ransom  [author] Sep 24, 2021 @ 10:25pm 
Good question. Essentially, beyond a slight damage bonus for bow, aim simply adds to attack rating (unseen stat in this game). There are so many buffs and items that add to attack rating, along with your fire and archery skills, that it is near meaningless and easy to reach the cap. Things like agility for defense rating, or int for more crucial spells, or stamina for raw hp and kraanan power are just much better.