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=CoffeeMUD Player Information=
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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       
Description: Missionaries are the crusading adventurers for the gods, exploring and spreading the good word of their deity far and wide. So energetic and mobile are the Missionaries that they seem like the wind, and in fact gain many powers of wind and electricity. The Missionary is a neutral aligned class.

How to play: Although Missionaries can flourish with other missionaries, they do their best work alone, bringing the word of their god, as well as his wrath when necessary, to the unwashed masses. Missionaries will sometimes be asked to join groups so as to deliver some of that "olde-tyme neutral punch", and can even be useful to them if he strikes a careful balance with the good and evil prayers he qualifies for.

Primary Stat: Wisdom
Qualifications: Wisdom 9+, Dexterity 9+
Practices: 5 +(Wisdom/6)+2 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/3)+(1d10) per lvl.
Mana: 100 +(Int/4)+(1d4)


Movement: 100 +10X(Str/18) per lvl.
Attack: +(Wis/18) per level.
Damage: +1 damage per 30 level(s).
Maximum Stat Values: Dexterity (22), Wisdom (22), Others (18)
Bonuses: Never fumbles neutral prayers, and receives 1pt/level luck bonus to all saving throws per level. Receives 1pt/level electricity damage reduction.
Weapons: Must use swords, staves, natural, ranged, or blunt weapons
Armor: May wear any armor.
Limitations: Using non-neutral prayers introduces failure chance. Vulnerable to acid attacks.
Starting Equipment: a small mace
Races: Centaur Drow Duergar Dwarf

Elf Gnome Goblin Half Elf Halfling Human Ogre

Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 (Annul) (Bandaging)

Convert Revoke (Wands) Divine Luck Recall Write (Smoke Rings) Ranged Weapon Specialization (Marry) (Swim) Restore Smell (Foraging) (Gem Digging) (Drilling) (Fishing) (Herbology) (Hunting) (Shearing)

2 Sense Life (Sense Good)

(Sense Evil) (Lacquering) (Embroidering) (Dyeing) (Butchering) (Engraving) (Cooking) (Wood Chopping)

3 Fire Building (Infuse Balance) Bury (Blacksmithing) (Clan Crafting)

(Tailoring) (Leather Working) (Carpentry)

4 (Protection Undead) (Position) (Searching)

(Mining) (Weaving) (Pottery) (Costuming) (Sculpting) (Distilling)

5 (Birds Eye)

Create Food (Painting) (Food Prep) (Baking) (Armorsmithing) (Cobbling) (Weaponsmithing) (Glass Blowing) (Fletching) (Scrimshawing) (Paper Making)

6 (Sense Traps) Create Water
7 (Electric Strike)
8 (Revival) Protection Paralyzation
9 (Airyform)

(Minor Infusion)

10 (Sense Invisible) Sense Magic (Wainwrighting) (Masonry)

(Jewel Making) (Construction) (Siegecraft) (Ship Building) (Locksmithing) (Speculating) (Farming) (Smelting) (Taxidermy)

11 (Protection Poison) Sense Hidden
12 (Protection Disease)
13 (Blood Moon) Sanctuary
14 (Holy Wind)
15 (Remove Curse) (Wings)

(Irrigation) (Landscaping) (Excavation)

16 (Etherealness)
17 (Half Attack)


18 (Protection Elements) Retribution
19 (Chain Strike)
20 Mass Mobility (Monolith)
21 Moral Balance (Gateway) (Discipline)
22 (Neutralize Item) (Moderate Infusion)
23 (Change Weather) Linked Health
24 Nullification

(Undeniable Faith)

25 (Electric Healing) (Elemental Aid)
30 Sermon

Multi-Classing Options and Effectiveness