|Administrator Builder Player|
|=CoffeeMUD Player Information=|
|Basics||Info Commands Socials Combat Groups||Character||Stats Races Classes Abilities Expertises Achievements|
|World||Deities Areas Property Quests Clans||Items||Items Crafting Ships|
|Bard Cleric Commoner Druid Fighter Mage Thief|
|===CoffeeMUD Commoner Classes===|
|Apprentice Artisan Gaoler Sailor Scholar|
|Description:||An Apprentice may not go past level 1, and qualifies only for the games most common non-combat skills. You are free to move around in the game like anyone else, in order to learn some of the ropes before choosing a more permanent career. When you have decided which of the main classes to go to, you may use the TRAIN command with an appropriate teacher to become the class of your choosing. If you can't find an appropriate teacher, remember that a player of the proper class may be able to help you. Be sure to save yourself a training point for this purpose!|
|Qualifications:||Wisdom 5+, Intelligence 5+|
|Practices:||5 +[(Wisdom/6)+5 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number.|
|Trains:||6 +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/9)+(1d4) /lvl].|
|Movement:||100 +[5X(Str/18) /lvl].|
|Attack:||+(Wis/18)-1 per level.|
|Damage:||+1 damage per 10 level(s).|
|Maximum Stat Values:||Others (18)|
|Bonuses:||Gains lots of xp for training to a new class, and gets bonus common skills.|
|Weapons:||Must use dagger-like or natural weapons.|
|Armor:||Must wear cloth, vegetation, or paper based armor.|
|Starting Equipment:||a small dagger|
|Races:||Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin|
|Level||Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)|
|1||Climb Write Recall (Clan Crafting) (Bandaging) (Play Instrument) (Hand to hand combat) (Swim) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting)|
Multi-Classing Options and Effectiveness
Apprentice is a great starting class if you wish to introduce yourself to the world before choosing your main class. This class is also a useful way to start your career if you need the extra crafting and common skill slots to be self-sufficient in your adventures.
Apprentices qualify for all classes and subclasses as long as they meet the racial and minimum stat requirements for these classes.
Since Apprentices cannot gain levels, it is important to save 1 train for changing your class. If you spend all of your trains, you cannot change classes. In this scenario, you may remain a level 1 character forever, retire your character, or ask an Archon for assistance.
At one point in the past, Apprentices used to be able to level beyond level 1, which is why there are level-based stats for Apprentices. However, the birth of the Artisan resulted in no real benefit to remaining an Apprentice and the class was locked down to level 1 forever, but given a significant amount of experience when they train into a new class. There are three main advantages to selecting Apprentice as your starting class:
- The low prerequisites make it an easy class to qualify for, allowing a player to create a character with random stats and quickly enter the game as an Apprentice to talk to other players and get advice on character balance.
- Selecting Apprentice provides a +1 to the maximum number of learnable crafting common skills, and +1 to the maximum number of learnable non-crafting common skills, allowing a character to be a little more self-sufficient later in their career.
- The Apprentice can go straight to ANY subclass that the character qualifies for, even if the character's race doesn't qualify for the base class (especially useful for Minstrels, which all races qualify for, but not all races qualify for bard)!