Difference between revisions of "Shaman(Cleric)"
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Latest revision as of 16:45, 7 February 2020
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Player Information= | |||
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Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
==CoffeeMUD Classes== |
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Bard Cleric Commoner Druid Fighter Mage Thief |
===CoffeeMUD Cleric Classes=== |
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Cleric Doomsayer Healer Missionary Necromancer Oracle Purist Shaman Templar |
===Shaman=== | |
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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 moderate and 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.
How to play: The Shaman is a typical village priest, having powers from his deity well suited to almost any daily concern. His neutrality shows his wisdom, and his power earns him respect. The 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 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: | 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: | Aarakocran Beastkin Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Blunt Weapon Specialization Write Restore Smell Read Prayer Revoke Recall Convert (Cure Light Wounds) (Relics) (Play Instrument) (Marry) (Annul) (Protection Bless) (Bandaging) (Swim) (Cause Light Wounds) (Scroll Scribing) (Smoke Rings) (Caravan Building) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Sense Life (Sense Evil) (Sense Good) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire Building (Minor Infusion) (Bury) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Nourishing Food (Protection Good) (Protection Law) (Protection Chaos) (Protection Evil) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Sense Law Create Food (Alchemy) (Deafness) (Cure Deafness) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Create Water (Earth to Mud) (Find Home) (Shepherding) |
7 | Adoption (Curse) (Bless) (Meat Curing) |
8 | Protection Paralyzation (Paralyze) (AutoSwim) (AutoCrawl) |
9 | (Moderate Infusion) (Earthshield) |
10 | (Restore Voice) (Sense Invisible) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Protection Poison (Unholy Poison) (Remove Poison) |
12 | Protection Disease (Sober) (Find Ship) (Gardening) |
13 | Sanctuary (Sanctum) |
14 | (Fertilize) (Cleanliness) |
15 | (Guardian Hearth) (Rockskin) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Tremor) (Infuse Balance) (Improved Alchemy) (Infuse Impunity) (Sanctify Room) (Herding) |
17 | (Blindsight) (Major Infusion) (Cure Blindness) (Half Attack) |
18 | Protection Elements (Retribution) (AutoClimb) (Food Preserving) |
19 | (Rock Flesh) (Flesh Rock) |
20 | Mass Mobility (Refuge) (Branding) |
21 | Remove Inhibitions (Stasis) (Moral Balance) (Drunken Stupor) |
22 | Curse Item (Neutralize Item) |
23 | Linked Health (Meditation) |
24 | (Nullification) (Neutralize Land) |
25 | (Elemental Aid) (Acid Healing) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) (Master Mycology) |
30 | Holy Day |
31 | |
32 | |
33 | |
34 | |
35 |
How to Play
Multi-Classing Options and Effectiveness
Notes
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