Shaman(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       
===Shaman===
Description: Shaman are those who worship the gods in the most primitive and basic ways of the earth. The Shaman is thus granted special powers over the earth by the gods,

including resistances to acid attacks, at the expense of vulnerability to electricity. The Shaman is a neutral aligned class, meaning that he will never fumble on neutral prayers, and has a much smaller fumble chance on good and evil prayers. The Shaman is restricted to neutral weapons, any kind of armor, and gets numerous special prayers known only to Shaman.

Shaman can fill almost any role in the game, whether it be as a group member, or a lone adventurer seeking an inner peace far from home.

Primary Stat: Wisdom
Qualifications: Wisdom 9+, Constitution

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) /lvl.
Movement: 100 +10X(Str/18) per lvl.
Attack: +(Wis/18) per level.
Damage: +1

damage per 30 level(s).

Maximum Stat Values: Constitution (22), Wisdom (22), Others (18)
Bonuses: Never fumbles neutral prayers, receives smallest prayer fumble chance, and receives 1pt/level of acid damage

reduction.

Weapons: Must use swords, staves, natural, ranged, or blunt weapons
Armor: May wear any armor.
Limitations: Using non-neutral prayers introduces small failure chance. Vulnerable to electric

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 (Marry) Restore Smell (Wands) Revoke (Annul)

(Cure Light Wounds) Write (Swim) (Cause Light Wounds) (Bandaging) Convert (Smoke Rings) Recall Blunt Weapon Specialization (Foraging) (Gem Digging) (Drilling) (Fishing) (Herbology) (Hunting) (Shearing)

2 (Sense Evil) Sense Life (Sense Good)

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

3 (Minor Infusion) (Bury) Fire Building (Blacksmithing) (Clan Crafting) (Tailoring)

(Leather Working) (Carpentry)

4 Nourishing Food (Protection Evil) (Protection Good)

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

5 (Cure Deafness) (Deafness) Create Food (Alchemy) (Painting) (Food Prep)

(Baking) (Armorsmithing) (Cobbling) (Weaponsmithing) (Glass Blowing) (Fletching) (Scrimshawing) (Paper Making)

6 (Earth to Mud) Create Water
7 Adoption (Curse)

(Bless)

8 Protection Paralyzation (Paralyze)
9 (Earthshield) (Moderate Infusion)
10 (Sense Invisible) (Restore Voice) (Wainwrighting) (Masonry) (Jewel Making)

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

11 Protection Poison (Unholy Poison) (Remove Poison)
12 Protection Disease

(Sober)

13 (Sanctum) Sanctuary
14 (Cleanliness) (Fertilize)
15 (Rockskin) (Guardian Hearth) (Irrigation) (Landscaping) (Excavation)
16 (Infuse Balance) (Sanctify Room) (Tremor)
17 (Blindsight) (Cure Blindness) (Major Infusion) (Half Attack)
18 (Retribution) Protection Elements
19 (Rock Flesh) (Flesh Rock)
20 Mass Mobility (Refuge)
21 (Moral Balance)

(Stasis) (Drunken Stupor)

22 Curse Item (Neutralize Item)
23 (Meditation)

Linked Health

24 (Neutralize Land) (Nullification)
25 (Elemental Aid)

(Acid Healing)

26
27
28
29
30 Holy Day
31
32
33
34
35

Multi-Classing Options and Effectiveness

Notes

.