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=CoffeeMUD Player Information=
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==CoffeeMUD Classes==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Commoner Classes===
Apprentice        Artisan        Gaoler        Sailor        Scholar       
Description: Sailors are the workmen of the high seas. These common folk spend their lives gathering resources, traveling, transporting goods, and exploring seas, rivers, and lakes. On large sailing vessels, their skills are unparalleled, and no ship should be without plenty of them.
Primary Stat: Dexterity
Qualifications: Constitution 5+, Dexterity 5+
Practices: 5 +[(Wisdom/6)+1 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/6)+(1d5) /lvl].
Mana: 100 +[(Int/9)+(1d2)/lvl].
Movement: 100 +[5X(Str/18) /lvl].
Attack: +(Dex/18)-1 per level.
Damage: +1 damage per 15 level(s).
Maximum Stat Values: Dexterity (24), Constitution (24), Others (18)
Bonuses: Sailors earn twice as much XP as other commoners when trawling, sea explore xp, and double experience in ship combat.
Weapons: May use any weapons.
Armor: Must wear cloth, vegetation, or paper based armor.
Starting Equipment: a belaying pin
Races: Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Tiefling
Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 Climb    Swim    Unbinding    Recall    Fishing    (Hand to hand combat)    (Write)    (Play Instrument)    (Wood Chopping)    (Bandaging)    (Smoke Rings)    (Floristry)    
2 Sea Legs    (Carpentry)    (Cooking)    (Butchering)    
3 Fire Building    Belay    
4 Abandon Ship    (Stowaway)    (Searching)    (Tanning)    
5 Boatwrighting    Trawling    
6 Crow's Nest    Find Ship    (Morse Code)    (Find Home)    
7 Avoid Currents    (Tie Down)    (Meat Curing)    
8 Make Sea Maps    (AutoSwim)    (AutoCrawl)    
9 Diving    Ship Lore    (Ship Building)    
10 Sea Charting    (Baiting)    
11 Dead Reckoning    (Fish Lore)    
12 Sea Navigation    (Cargo Loading)    (Gardening)    
13 Scuttle    (Bind)    
14 Sea Maneuvers    
15 (Siegecrafting)    (Composting)    
16 Water Tactics    (Siege Weapon Specialization)    
17 (Hard to Port)    (Deep Breath)    
18 Combat Repairs    (AutoClimb)    (Food Preserving)    
19 Master Fishing    (Salvaging)    
20 (Hard to Stern)    (Foul Weather Sailing)    (Branding)    
21 (Naval Tactics)    
22 Rig Ramming Speed    
23 Intercept Ship    
24 Master Trawling    
25 Await Ship    
29 (Master Floristry)    (Master Herbology)    
30 Hire Crewmember    

How to Play

Sailors are commoners of seaports and fishing villages. As commoners, they tend to level slowly, primarily relying upon their fishing skills at early levels until they can afford a boat to explore inland rivers and local coastal areas. Sailors may also hire on to help experienced sailors or adventurers crew a large sailing ship, where this class really starts to show it's merit. Affording a ship before level 30 may be problematic for a lone sailor, so it is best to find a wealthy benefactor or work on a ship owned by someone else. Once a sailor can afford his own ship, he will probably desire assistance from less experienced sailors to maximize the combat potential of his vessel.

The most important sailing skills are Sea Navigation, Sea Charting, and Shipbuilding. Sea Chart lets you remember locations so you can return to them with Sea Nav. Shipb mend <shipname> allows you to repair damage taken in battle. If you leave your ship out at sea you can use Swim and Find Ship to reach it but this is a situation to be avoided. Ammo can be crafted with the Siegecrafting skill or looted from defeated ships. If you want a better ship weapon then craft a catapult with the Advanced Crafting and Light Fabricating expertises. You will not have enough mana for every action you want to do. Pace your skill use and consider bring a friend along.

Multi-Classing Options and Effectiveness

Sailor/Mer is an obvious combo with several chants that can help your ship or hurt enemy ships. The ability to breathe underwater makes salvaging defeated ships much easier

A Sailor/Conjurer can conjure trebuchet ammunition, freeze ocean rooms with ice sheet, summon willing players directly to their ship, and create portals to sail through.


Sinking a ship gives experience to everyone onboard regardless of level. A level 1 char and a level 90 can fight battles together without hurting each other's xp payout.