Doomsayer(Cleric)

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==CoffeeMUD Classes==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Cleric Classes===
Cleric        Doomsayer        Healer        Missionary        Necromancer        Oracle        Purist        Shaman        Templar       
===Doomsayer===
Description: Doomsayers are very special servants of the gods, whose proclaimations of fire and brimstone give them resistance to fire attacks, as well as special powers controlling it. @if?CheckFactionLoaded?ALIGNMENT.INI&INCLINATION.INI@They are an evil aligned class and chaotically inclined and so will fumble good or lawful prayers. @elif?CheckFactionLoaded?ALIGNMENT.INI&!INCLINATION.INI@They are an evil aligned class and so will fumble good prayers. @elif?CheckFactionLoaded?!ALIGNMENT.INI&INCLINATION.INI@They are a chaotically inclined class and so will fumble lawful prayers. @endif@However, the Doomsayer can use many dangerous edged weapons, any kind of armor, and gets numerous special prayers that only the doomsayer can claim.


How to play: The Doomsayer is easily the most wicked, cruel, and hated of all the Clerics. He is best played as a loner in cities, bringing the wrath of his God wherever he goes.

Primary Stat: Wisdom
Qualifications: Strength 9+, Wisdom 9+
Practices: 5 +[(Wisdom/6)+2 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/3)+(1d10) /lvl].
Mana: 100 +[(Int/4)+(1d4)/lvl].
Movement: 100 +[5X(Str/18) /lvl].
Attack: +(Wis/18) per level.
Damage: +1 damage per 30 level(s).
Maximum Stat Values: Strength (22), Wisdom (22), Others (18)
Bonuses: Receives 1 pt damage reduction/level from fire attacks.
Weapons: Must use polearms, axes, swords, daggers, or edged weapons.
Armor: May wear any armor.
Limitations: Always fumbles good prayers, and fumbles all prayers when alignment is above 500. Qualifies and receives evil prayers. Using non-aligned prayers introduces failure chance. Vulnerable to cold attacks.
Starting Equipment: a short sword
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 Polearm Specialization    Read Prayer    Revoke    Ember    Write    Convert    Recall    (Relics)    (Scroll Scribing)    (Annul)    (Swim)    (Play Instrument)    (Bandaging)    (Divorce)    (Smoke Rings)    (Fishing)    (Foraging)    (Drilling)    (Floristry)    (Gem Digging)    (Herbology)    (Shearing)    (Hunting)    
2 Rot    (Curse Flames)    (Lacquering)    (Engraving)    (Wood Chopping)    (Cooking)    (Butchering)    (Embroidering)    (Dyeing)    
3 Desecrate    Fire Building    (Darkening Aura)    (Tailoring)    (Leather Working)    (Blacksmithing)    (Carpentry)    
4 Protection Good    (Protection Fire)    (Searching)    (Distilling)    (Sculpting)    (Weaving)    (Mining)    (Tanning)    (Pottery)    (Costuming)    
5 Deafness    (Faithless)    (Sense Law)    (Painting)    (Glass Blowing)    (Scrimshawing)    (Armorsmithing)    (Baking)    (Cobbling)    (Fletching)    (Food Prep)    (Weaponsmithing)    (Paper Making)    
6 (Flame Weapon)    (Cause Fatigue)    (Find Home)    
7 Curse    (Protection Law)    (Hunt Law)    (Inflict Cannibalism)    (Meat Curing)    
8 Paralyze    (Protection Paralyzation)    (AutoSwim)    (AutoCrawl)    
9 (Curse Metal)    (Intimidation)    
10 Sense Magic    (Curse Mind)    (Smelting)    (Jewel Making)    (Farming)    (Construction)    (Taxidermy)    (Boatwrighting)    (Siegecrafting)    (Wainwrighting)    (Speculating)    (Locksmithing)    (Masonry)    
11 Unholy Poison    (Protection Poison)    
12 (Dispel Law)    (Protection Disease)    (Plague)    (Find Ship)    (Gardening)    
13 Blood Curse    (Fortress)    
14 (Aura of Harm)    (Demonshield)    
15 Great Curse    (Mass Deafness)    (Composting)    (Irrigation)    (Landscaping)    (Excavation)    
16 (Anger)    (Daily Bread)    
17 Blindness    (Infuse Impunity)    (Infuse Unholiness)    (Half Attack)    
18 (Doom Aura)    (Protection Elements)    (Food Preserving)    (AutoClimb)    
19 Hellfire    (Curse Luck)    
20 (Mass Paralyze)    (Mass Blindness)    (Branding)    
21 Corruption    (Demonic Consumption)    (Condemnation)    
22 Curse Item    (Neutralize Item)    
23 (Doomspout)    (Curse Minds)    
24 Unholy Word    (Word of Chaos)    (Nullification)    
25 Elemental Aid    (Regeneration)    
26
27
28
29 (Master Floristry)    (Master Herbology)    
30 Fire Healing    
31
32
33
34
35

How to Play

The doomsayer is the ultimate debuff specialist. This class focuses on controlling the fight through reducing stats, skill checks and other attributes. The primary curses are curse, great curse and unholy word, in progressing power. Unholy word is an area affect, however, it isn't that useful after multiple uses. Great curse is probably the more reliable of the three, and has noticeable affects. Blood curse improves damage, curse luck will avoid skill chance success, particularly good against dragon breath, and the stat curses are curse mind and doomspout. Direct damage prayers are limited to ember against most mobs. If you are fighting good aligned mobs, which is ideal and can be done with the hunt good prayer, you gain the advantage of hellfire, dispel good and demonic consumption. The latter, however, is likely to fail unless you are a higher level. You do get some damage over time prayers such as unholy poison and plague, but they aren't game changers. Your defenses are powerful though, such as doom aura, demonshield and fortress. Regeneration is also a very good utility prayer. Unfortunately, your top level prayer, fire healing, is of pretty limited use unless you are specifically fighting a dragon that breathes fire, or a mage with fireball. Your combat strategy will mostly rely upon using a heavy, two-handed weapon, using Kortamus's blessing for combat buffs, buffing with defensive prayers, then engaging with a number of debuffs and curses. Always, always open with paralyze, and keep using it until you are successful. A paralyzed enemy is a dead enemy. If things are going badly, hit them with damage over time prayers, curse metal to disarm them, and flee. Come back when they are weakened and finish the job.

Multi-Classing Options and Effectiveness

Notes

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