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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: Conjurers are specialist mages who concentrate their studies in the mastery of movement. They are adept at transporting themselves and other creatures, as well as items and entire armies with their powerful spells. So adept are they at conjuration that they gain all known conjuration spells, including some which only the conjurers may understand.

The Conjurer may lack Transmutation abilities, but he does not miss that strange magic. After all, it's always better to be yourself, wherever you might find yourself.

Primary Stat: Intelligence
Qualifications: Intelligence 9+
Practices: 6 +(Wisdom/6)+4 per level. 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) per lvl.
Mana: 100 +(Int/3)+(1d4) /lvl.
Movement: 100

+8X(Str/18) per 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 Conjuration as levels advance.

At 10th level, receives double duration on your Conjuration magic, and half duration from malicious Conjuration magic.

Weapons: Must use daggers, staves, or natural weapons.
Armor: Must wear cloth,

vegetation, or paper based armor.

Limitations: Unable to cast Transmutation spells. Receives penalty damage from Transmutation as levels advance. Receives double duration from malicious Transmutation

magic, half duration on other Transmutation effects.

Starting Equipment: a wooden quarterstaff
Races: Drow Elf Gnome Half Elf Human
Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 Revoke (Wizards Chest) Magic Missile (Memorize) (Ventriloquate)

Wands (Bandaging) (Repairing Aura) (Erase Scroll) Read Magic (Spider Climb) Shield Resist Magic Missiles (Magical Aura) Scroll Scribing (Smoke Rings) Summon Marker Write Recall (Swim) (Foraging) (Gem Digging) (Drilling) (Fishing) (Herbology) (Hunting) (Shearing)

2 (Enchant Arrows) (Animate Item) (Light)

(Blur) (Infravision) (Obscure Self) (Resist Poison) Summon Steed (Enlarge Object) (Detect Undead) (Lacquering) (Embroidering) (Dyeing) (Butchering) (Engraving) (Cooking) (Wood Chopping)

3 Watchful Hound Summon Companion (Sleep) (Know Alignment) Grease (Resist Gas) (Summoning Ward) (Floating Disc) (Detect Metal)

(Feather Fall) (Knock) (Wizard Lock) Fire Building (Dream) (Blacksmithing) (Clan Crafting) (Tailoring) (Leather Working) (Carpentry)

4 (Fake Spring) (Mage Armor)

(Detect Poison) (Fake Food) (Endless Hunger) (Searching) (Friends) (Detect Water) (Burning Hands) (Resist Acid) (Frost) Acid Arrow (Mining) (Weaving) (Pottery) (Costuming) (Sculpting) (Distilling)

5 Water Cannon (Spook) (Dispel Magic)

Wall of Stone (Mystic Shine) (Detect Gold) (Mend) (Resist Cold) (Detect Magic) (Faerie Fire) (Charm Ward) (Painting) (Food Prep) (Baking) (Armorsmithing) (Cobbling) (Weaponsmithing) (Glass Blowing) (Fletching) (Scrimshawing) (Paper Making)

6 (Detect Invisible) (Augury) (Illusory Wall) (Stinking Cloud) (Resist Electricity) (Shocking Grasp) (Charm) (Meld) Find Familiar
7 (Detect Hidden)

(Refit) (Resist Fire) (Tourettes) (Darkness) (Ghost Sound) (Fireball) Insect Plague (Invisibility) Pass Door Monster Summoning

8 (Teleportation Ward) (Spellcraft) (Identify Object) (Shatter) (Elemental Storm) (Resist Disease)

(Fear) Wall of Darkness (Lightning Bolt) (Faerie Fog)

9 (Mirage) (Magic Mouth) (Farsight) (Daydream) (Awe) (Flameshield) (Comprehend Languages) Ice Sheet Scatter
10 (Phantom Hound) (Ugliness) (Locate Object) (Resist Arrows)

(Slow) Teleport (Arcane Mark) (Gust of Wind) (Wainwrighting) (Masonry) (Jewel Making) (Construction) (Siegecraft) (Ship Building) (Locksmithing) (Speculating) (Farming) (Smelting) (Taxidermy)

11 (Heat Metal) (Feeblemind) (Acid Fog) (Mirror Image)

Channeled Missiles Wall of Ice (Claireaudience) (Improved Repairing Aura)

12 (Globe) Shelter

(Destroy Object) (Haste) (Laughter) (Confusion) (Delirium) (Clairevoyance)

13 Gate (Distant Vision) Word of Recall (Reinforce) (Frenzy) (Earthquake)

(Feign Death) (Resist Paralysis)

14 (Know Value) Wall of Air (Silence)

(Mass Invisibility) (Scribe) (Arcane Possession) (Animate Weapon)

15 Blink

(Ensnare) Flaming Sword (Hold) (Fake Weapon) (Climb) (Irritation) (Irrigation) (Landscaping) (Excavation)

16 (Forecast Weather) (Choke) Dismissal

(Free Movement) (Chain Lightning) (Fake Armor) (Meditation)

17 Marker Summoning (Clarify Scroll) (Fools Gold) (Recharge Wand) Wall of Fire (Portal)


18 Summon (Resist Petrification) (Web) (See Aura) (Reverse Gravity)
19 Wall of Force (Stone Flesh) Acid Spray (Forget) (Improved Invisibility)
20 (Enchant Armor) Marker Portal (Scry) (Repulsion) (Cloudkill)


21 (Immunity) (Mass Haste) (Alchemy) (Command) Summon Enemy

Teleport Object

22 (Detect Sentience) Meteor Storm (Disenchant) (Greater Globe)

(Enchant Weapon)

23 (Time Stop) (Dragonfire) (Mind Block) Conjure Nexus

(Combat Precognition) Cogniportive

24 (Anchor) Summon Flyer (Frailty)

(Delay) Returning

25 (Disintegrate) (Geas) Demon Gate (Spell Turning)

Flaming Ensnarement

30 Summon Army
35 Planeshift

How to Play

The conjurer both does, and does not, play similarly to the other mage archetypes. While early game advancement will be relatively similar, some of the latter levels are different and require slightly different approaches.

Like all mages, conjurers qualify for fire-based magic, such as fireball. This is your best and easiest tool for quick leveling. Naturally trolls are easy prey, and will always be so. This is universally true, regardless of the type of mage. You additionally, as a conjurer, will get many powerful high level spells. Conjurer's are arguably as powerful in direct combat magic as evokers, with spells such as flaming ensnarement, meteor storm, greater globe and the omnipresent Disintegrate.

However, once you are beyond the vulnerable trolls, conjurers begin to take on their role more specifically. Summoning is your bread and butter. It is highly recommended to get a pet, ideally one that has beneficial attributes such as being mountable, unique skills or something similar. You will be able to summon and move it with ease, especially as your utility transportation magic becomes more useful. You will also start to get means of conjuring follows, such as demon gate and summon army. This gives you a useful set of group members, and the conjurer can stay out of the melee via the use of spells like wall of force, reverse gravity and repulsion. You can also use extra weapons via animate weapon, and should keep a stock of extra swords for the flaming sword spell.

Collectively, the conjurer style is to have pets and summoned minions to do the melee, whilst the conjurer controls the flow of combat and uses damage spells to swing things in their favor.

Multi-Classing Options and Effectiveness