|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 Mage Classes===|
|Abjurer Alterer Conjurer Diviner Enchanter Evoker Illusionist Mage Transmuter|
|Description:|| Diviners are specialist mages who have mastered the arts of unconvering secrets, and obtaining knowledge. The entire world is an open book for them, just waiting for the pages to be turned. So adept do these mages become at divination that they gain all known divination spells, including some which are even secrets to the other mages!
The Diviner's love of knowledge means he loses the knack of casting spells of illusion. However, they make up for this by being the most popular of advisors and group members when strange and amazing treasures are uncovered, or some secret needs to be told.
|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.|
+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 Divination as levels advance.
At 10th level, receives double duration on your Divination magic, and half duration from malicious Divination magic.
|Weapons:||Must use daggers, staves, or natural weapons.|
|Armor:|| Must wear cloth,
vegetation, or paper based armor.
|Limitations:|| Unable to cast Illusion spells. Receives penalty damage from Illusion as levels advance. Receives double duration from malicious Illusion magic, half
duration on other Illusion 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.)|
(Wizards Chest) Magic Missile (Memorize) Wands Analyze Item (Bandaging) (Repairing Aura) (Erase Scroll) Read Magic Iron Grip (Spider Climb) Shield Resist Magic Missiles Scroll Scribing (Smoke Rings) Write Recall (Swim) (Foraging) (Gem Digging) (Drilling) (Fishing) (Herbology) (Hunting) (Shearing)
|2||(Enchant Arrows) (Animate Item) (Light) (Shrink) Infravision (Resist Poison) (Summon Steed) (Enlarge Object) Detect Undead (Clog Mouth) (Lacquering)|
|3||(Summon Companion) (Deafen) (Sleep) Know Alignment (Grease) (Resist Gas) Solve Maze|
|4||(Mage Armor) Detect Poison (Spellcraft) Group Status (Endless Hunger) (Searching) (Friends) Detect Water (Burning Hands) (Resist Acid) (Frost)|
|5|| Detect Weaknesses (Spook) (Dispel Magic) (Wall of Stone)
(Mystic Shine) Detect Gold (Mend) (Resist Cold) (Weakness to Gas) Detect Magic (Charm Ward) (Painting) (Food Prep) (Baking) (Armorsmithing) (Cobbling) (Weaponsmithing) (Glass Blowing) (Fletching) (Scrimshawing) (Paper Making)
|6||Detect Invisible (Weakness to Acid) Augury Prying Eye (Stinking Cloud) (Resist Electricity)|
|7||Detect Hidden (Refit) (Resist Fire) (Tourettes) (Darkness) (Weakness to Cold) (Fireball) Telepathy (Pass Door) (Monster Summoning)|
|9||(Blind) (Magic Mouth) Farsight (Awe) (Weakness to Fire) (Flameshield)|
|10|| Detect Traps Locate Object (Mute)
(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) (Weaken) (Acid Fog) Arms Length (Stoneskin) (Wall of Ice) (Change Sex) Claireaudience (Improved Repairing Aura)|
|12||(Enlightenment) (Globe) Spying Stone (Shelter) (Destroy Object)|
|14||Know Value (Wall of Air) (Silence)|
|16||Forecast Weather Know Fate (Choke) (Dismissal)|
|18||(Summon) (Resist Petrification) (Web) (Delude) See Aura (Reverse Gravity) Spotters Orders|
|19||(Wall of Force) (Stone Flesh) (Flesh Stone) (Forget)|
|20||(Enchant Armor) Find Directions Scry (Improved Polymorph)|
|21||(Immunity) Know Pain (Mass Haste) (Alchemy)|
|22||Detect Sentience (Meteor Storm) (Disenchant)|
|24||(Anchor) (Thirstless) (Summon Flyer) (Frailty) (Delay) (Returning)|
|25||(Mass Fly) (Disintegrate) (Geas) (Demon Gate) True Sight|
How to Play=
The diviner is a high utility class, however, combatively it plays similar to any other mage.
Combat: In combat the diviner functions similarly to any other mage. You will want to pick up web, ensnare, hold and so on quickly to keep enemies at a distance. Arm's length is a useful divination to keep that distance static, though you are likely to run out of movement quickly while retreating. Get fireball or other fire related spells earlier to hit trolls, and use similar evocation magic to do damage. Know pain is powerful, but will require a few investments in power divining before it is probably powerful. Also, it is touch range, meaning you will need to be close.
Utility: On the utility side however, diviner has it all. You can identify almost any attribute of an item or mob/player. Everything from know origin, to identify object, to locate, spying stone, distant vision and more gives a great deal of world information. You will not, however, have a locate person spell, which is a bit unfortunate. Future death is predictably powerful, but that is to be expected. While the utility of diviner is without dispute, some of it is of limited use. Know origin is interesting, but rarely gives any kind of edge. Knowing what area something is from is feasibly interesting, but rarely. In a well documented coffeemud, you will find the use of diviner to be surprisingly limited, though still necessary in a clan setting.