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=CoffeeMUD Player Information=
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==CoffeeMUD Classes==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Mage Classes===
Abjurer        Alterer        Conjurer        Diviner        Enchanter        Evoker        Illusionist        Mage        Transmuter       
Description: Abjurers are specialist mages who concentrate their studies towards the mastery of protective magic. So adept have they become that they automatically gain every known abjuration spell when they gain levels, including spells which only the abjurer may master.

Although the Abjurer will not have the benefit of Enchantment spells, they are still formidible foes. Their protective magic lasts much longer than that of other mages, and they still have access to many of the most dangerous spells.

Primary Stat: Intelligence
Qualifications: Intelligence 9+
Practices: 6 +[(Wisdom/6)+4 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number.
Trains: 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level".
Hit Points: 20 +[(Con/6)+(1d5) /lvl].
Mana: 100 +[(Int/3)+(1d4)/lvl].
Movement: 100 +[3X(Str/18) /lvl].
Attack: +(Int/18) per level.
Damage: +1 damage per 30 level(s).
Maximum Stat Values: Intelligence (25), Others (18)
Bonuses: At 5th level, receives bonus damage from Abjuration as levels advance. At 10th level, receives double duration on your Abjuration magic, and half duration from malicious Abjuration magic.
Weapons: Must use daggers, staves, or natural weapons.
Armor: Must wear cloth, vegetation, or paper based armor.
Limitations: Unable to cast Enchantment/charm spells. Receives penalty damage from Enchantment/charm as levels advance. Receives double duration from malicious Enchantment/charm magic, half duration on other Enchantment/charm effects.
Starting Equipment: a wooden quarterstaff
Races: Drow Elf Githyanki Gnome Half Elf Human Merfolk Mindflayer Orc Pixie Svirfneblin
Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 Revoke    Magic Missile    Anti Plant Shell    Wands    Repairing Aura    Read Magic    Iron Grip    Shield    Resist Magic Missiles    Scroll Scribing    Write    Recall    (Memorize)    (Ventriloquate)    (Bandaging)    (Erase Scroll)    (Play Instrument)    (Magical Aura)    (Smoke Rings)    (Swim)    (Prestidigitation)    (Fishing)    (Foraging)    (Drilling)    (Floristry)    (Gem Digging)    (Herbology)    (Shearing)    (Hunting)    
2 Resist Poison    (Animate Item)    (Light)    (Blur)    (Shrink)    (Infravision)    (Obscure Self)    (Summon Steed)    (Enlarge Object)    (Detect Undead)    (Clog Mouth)    (Lacquering)    (Engraving)    (Wood Chopping)    (Cooking)    (Butchering)    (Embroidering)    (Dyeing)    
3 Song Shield    Resist Gas    Summoning Ward    Fire Building    (Summon Companion)    (Deafen)    (Know Alignment)    (Grease)    (Floating Disc)    (Detect Metal)    (Feather Fall)    (Knock)    (Wizard Lock)    (Dream)    (Tailoring)    (Leather Working)    (Blacksmithing)    (Carpentry)    
4 Mage Armor    Resist Acid    (Fake Spring)    (Detect Poison)    (Fake Food)    (Searching)    (Friends)    (Detect Water)    (Burning Hands)    (Frost)    (Acid Arrow)    (Water Breathing)    (Distilling)    (Sculpting)    (Weaving)    (Mining)    (Tanning)    (Pottery)    (Costuming)    
5 Resist Bludgeoning    Resist Cold    Charm Ward    (Dispel Magic)    (Wall of Stone)    (Mystic Shine)    (Detect Gold)    (Mend)    (Weakness to Gas)    (Detect Magic)    (Faerie Fire)    (Painting)    (Glass Blowing)    (Scrimshawing)    (Armorsmithing)    (Baking)    (Cobbling)    (Fletching)    (Food Prep)    (Weaponsmithing)    (Paper Making)    
6 Resist Electricity    (Detect Invisible)    (Weakness to Acid)    (Augury)    (Illusory Wall)    (Stinking Cloud)    (Shocking Grasp)    (Meld)    (Find Familiar)    (Grace Of The Cat)    (Find Home)    
7 Resist Fire    Minor Mana Shield    (Detect Hidden)    (Refit)    (Darkness)    (Ghost Sound)    (Weakness to Cold)    (Fireball)    (Invisibility)    (Pass Door)    (Monster Summoning)    (Meat Curing)    
8 Teleportation Ward    Resist Disease    (Spellcraft)    (Identify Object)    (Shatter)    (Elemental Storm)    (Wall of Darkness)    (Weakness to Electricity)    (Lightning Bolt)    (Faerie Fog)    (AutoSwim)    (AutoCrawl)    
9 Counterspell    (Blind)    (Mirage)    (Magic Mouth)    (Farsight)    (Daydream)    (Weakness to Fire)    (Flameshield)    (Comprehend Languages)    (Ice Sheet)    
10 Resist Arrows    (Phantom Hound)    (Ugliness)    (Locate Object)    (Mute)    (Slow)    (Teleport)    (Arcane Mark)    (Gust of Wind)    (Smelting)    (Jewel Making)    (Farming)    (Construction)    (Taxidermy)    (Boatwrighting)    (Siegecrafting)    (Wainwrighting)    (Speculating)    (Locksmithing)    (Masonry)    
11 Improved Repairing Aura    Resist Piercing    (Heat Metal)    (Weaken)    (Acid Fog)    (Mirror Image)    (Stoneskin)    (Wall of Ice)    (Change Sex)    (Claireaudience)    
12 Globe    (Enlightenment)    (Shelter)    (Destroy Object)    (Haste)    (Fly)    (Delirium)    (Clairevoyance)    (Find Ship)    (Gardening)    
13 Resist Divination    Resist Paralysis    (Gate)    (Distant Vision)    (Reinforce)    (Earthquake)    (Feign Death)    (Giant Strength)    
14 Arcane Possession    (Know Value)    (Wall of Air)    (Silence)    (Mass Invisibility)    (Scribe)    
15 Mana Shield    (Blink)    (Ensnare)    (Polymorph)    (Fake Weapon)    (Climb)    (Composting)    (Irrigation)    (Landscaping)    (Excavation)    
16 Free Movement    (Forecast Weather)    (Choke)    (Dismissal)    (Chain Lightning)    (Mage Claws)    (Fake Armor)    (Meditation)    
17 Chant Shield    (Fools Gold)    (Wall of Fire)    (Portal)    
18 Resist Petrification    (Summon)    (Web)    (Delude)    (See Aura)    (Reverse Gravity)    (Food Preserving)    (AutoClimb)    
19 Resist Slashing    (Wall of Force)    (Stone Flesh)    (Flesh Stone)    (Improved Invisibility)    
20 Prayer Shield    Repulsion    (Scry)    (Improved Polymorph)    (Cloudkill)    (Nightmare)    (Branding)    
21 Immunity    (Mass Haste)    (Alchemy)    (Summon Enemy)    
22 Greater Globe    Resist Indignities    (Detect Sentience)    (Meteor Storm)    (Disenchant)    (Hungerless)    
23 Kinetic Bubble    Mind Block    (Time Stop)    (Dragonfire)    (Combat Precognition)    (Cogniportive)    
24 Anchor    Mass Repairing Aura    (Thirstless)    (Summon Flyer)    (Delay)    (Returning)    
25 Major Mana Shield    Spell Turning    (Mass Fly)    (Disintegrate)    (Demon Gate)    
29 (Master Floristry)    (Master Herbology)    
30 Achilles Armor    

How to Play

Are you tired of your gear breaking? Getting stabbed and smashed? Being generally terrible at life? Well the path of an Abjurer can solve most of those problems! Abjurers are a sub class of the Mage who excel at protection and buffing. The can turn a frail fighter into a hardened gladiator, a clueless mage into a magical wall, or a wobbly druid into a stoic guardian of the forest... for a duration. They are restricted to cloth, vegetation, or paper based armor, and can only use daggers, staffs, or hand to hand combat. The ideal scenario would be to stay away from any attacker and bombard them with magic. Luckily, they have a spell for that as well!

When starting out as an Abjurer, you will have access to the basic Mage spells like MAGIC MISSILE, FROST, FIREBALL, etc. Using these magics will be your best line of offense during combat, so turning AUTOMELEE off may help you stay out of the line of fire until you can whittle down the enemies health. Later, you will gain access to the REPULSION spell to keep enemies away with a wave of your hand. As you rise through the ranks you will begin to unlock a variety of RESIST and SHIELD spells. These are the bread and butter of the Abjurers playlist. You can find a spell for almost any situation. Fighting against a magic user? GREATER GLOBE has you covered. Warriors with swords? Try RESIST SLASH. Early on it may seem costly to cast your protections, but as you gain levels the duration will increase and the cost will decrease. Pretty soon you and your party will be able to walk into any situation prepared for whatever the enemey throws at you.

While you are learning an assortment of protective spells, you will also begin to qualify for magical buffs. Spells like HASTE, STRENGTH, and ENLIGHTENMENT will help fortify the body and mind to prepare you and your comrades for combat. You can even keep the entire partys armor intact with REPAIRING AURA, and eventually MASS REPAIRING AURA. Speaking of armor, the final spell you receive as an Abjurer is the coup de grace of protection spells. ACHILLES ARMOR will make you near invulnerable to every type of damage, except for one random (unknown) damage type. The minor downside is that if you are hit by that mystery damage type you'll instantly die. Que sera sera.

The trade-ff for you phenominal protective powers is the near impossibility to use ENCHANTMENT/CHARM magics. Since Enchantment and Abjuration does not mix, you should never multi-class to the ENCHANTER sub class. It will make Abjuration spells very difficult to cast, rendering all your hard work useless. Multi-classing Mage sub classes can be difficult because of how the magic domains mix (or don't mix). That being said, as an Abjurer you might also want to avoid Conjurer, since many of the stat-enhancing buffs you can learn are in the TRANSMUTATION domain, and therefore do not mix with CONJURATION.

With the powers of Abjuration within your control you can reach new heights and take on challenges you didn't think were possible. Your protection powers are second to none! But every now and then it's nice to let down your walls and join a party so you can have others tell you how great you are.

Player Comments

  • From my experience, abjurers excel at keeping their enemies away. Turn off automelee and cast spells to repel the enemy, such as repulse or wall of air. Then release ranged spells like fireball. Repeat until dead. -- Snarf

Multi-Classing Options and Effectiveness


Every mage subclass has a natural amplifier towards a spell group, the abjurer is no different. By reaching level 5, it gains a bonus to abjuring magic, and these bonuses are doubled when you grow to level 10. Also the duration of your abjuring magic is doubled and the effects of abjuring magic towards you are halved, what makes the level 10 a very important point on your path. You wont be able to use enchantment magic as an abjurer though, but it wont prevent you to become a deadly caster by combining the powers of abjuration and evocation with a few twists here and there, we managed to go to level 91 using only the equipment from the Mud school, that's why we call the abjurer a pretty self-sufficient class. With the exception of dragons and other mobs with special behaviours, you will be able to face tougher foes even on early levels.

  • A recommended spell list from the Magna Velum's Comprehensive Guide to the Abjurer Class
  • Mindflayers make poor Abjurers, since they lose access their primary method of satiated their hunger (Charm).