Difference between revisions of "Abjurer(Mage)"
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=How to Play= | =How to Play= | ||
− | Are you tired of your gear breaking? | + | Are you tired of your gear breaking? Getting stabbed and smashed? Being generally terrible at life? Well the path of an Abjurer can solve most of those problems! Abjurers are a sub class of the Mage who excel at protection and buffing. The can turn a frail fighter into a hardened gladiator, a clueless mage into a magical wall, or a wobbly druid into a stoic guardian of the forest... for a duration. They are restricted to cloth, vegetation, or paper based armor, and can only use daggers, staffs, or hand to hand combat. The ideal scenario would be to stay away from any attacker and bombard them with magic. Luckily, they have a spell for that as well! |
When starting out as an Abjurer, you will have access to the basic Mage spells like [[Spell_MagicMissile|MAGIC MISSILE]], [[Spell_Frost|FROST]], [[Spell_Fireball|FIREBALL]], etc. Using these magics will be your best line of offense during combat, so turning [[AUTOMELEE|AUTOMELEE]] off may help you stay out of the line of fire until you can whittle down the enemies health. Later, you will gain access to the [[Spell_Repulsion|REPULSION]] spell to keep enemies away with a wave of your hand. As you rise through the ranks you will begin to unlock a variety of [[Abjuration(Domain)|RESIST and SHIELD]] spells. These are the bread and butter of the Abjurers playlist. You can find a spell for almost any situation. Fighting against a magic user? [[Spell_MajorGlobe|GREATER GLOBE]] has you covered. Warriors with swords? Try [[Spell_ResistSlashing|RESIST SLASH]]. Early on it may seem costly to cast your protections, but as you gain levels the duration will increase and the cost will decrease. Pretty soon you and your party will be able to walk into any situation prepared for whatever the enemey throws at you. | When starting out as an Abjurer, you will have access to the basic Mage spells like [[Spell_MagicMissile|MAGIC MISSILE]], [[Spell_Frost|FROST]], [[Spell_Fireball|FIREBALL]], etc. Using these magics will be your best line of offense during combat, so turning [[AUTOMELEE|AUTOMELEE]] off may help you stay out of the line of fire until you can whittle down the enemies health. Later, you will gain access to the [[Spell_Repulsion|REPULSION]] spell to keep enemies away with a wave of your hand. As you rise through the ranks you will begin to unlock a variety of [[Abjuration(Domain)|RESIST and SHIELD]] spells. These are the bread and butter of the Abjurers playlist. You can find a spell for almost any situation. Fighting against a magic user? [[Spell_MajorGlobe|GREATER GLOBE]] has you covered. Warriors with swords? Try [[Spell_ResistSlashing|RESIST SLASH]]. Early on it may seem costly to cast your protections, but as you gain levels the duration will increase and the cost will decrease. Pretty soon you and your party will be able to walk into any situation prepared for whatever the enemey throws at you. | ||
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===Player Comments=== | ===Player Comments=== | ||
*From my experience, abjurers excel at keeping their enemies away. Turn off automelee and cast spells to repel the enemy, such as repulse or wall of air. Then release ranged spells like fireball. Repeat until dead. -- Snarf | *From my experience, abjurers excel at keeping their enemies away. Turn off automelee and cast spells to repel the enemy, such as repulse or wall of air. Then release ranged spells like fireball. Repeat until dead. -- Snarf | ||
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+ | *You can repair sailing ships with Improved Repairing Aura even while in the middle of a naval battle. -- Trista | ||
=Multi-Classing Options and Effectiveness= | =Multi-Classing Options and Effectiveness= | ||
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*A recommended [[Abjurer Spells List 1|spell list]] from the Magna Velum's Comprehensive Guide to the Abjurer Class | *A recommended [[Abjurer Spells List 1|spell list]] from the Magna Velum's Comprehensive Guide to the Abjurer Class | ||
+ | *[[Mindflayer|Mindflayers]] make poor Abjurers, since they lose access their primary method of satiated their hunger ([[Spell_Charm|Charm]]). |
Latest revision as of 01:06, 18 May 2022
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 Mage Classes=== |
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Abjurer Alterer Conjurer Diviner Enchanter Evoker Illusionist Mage Transmuter |
How to Play
Are you tired of your gear breaking? Getting stabbed and smashed? Being generally terrible at life? Well the path of an Abjurer can solve most of those problems! Abjurers are a sub class of the Mage who excel at protection and buffing. The can turn a frail fighter into a hardened gladiator, a clueless mage into a magical wall, or a wobbly druid into a stoic guardian of the forest... for a duration. They are restricted to cloth, vegetation, or paper based armor, and can only use daggers, staffs, or hand to hand combat. The ideal scenario would be to stay away from any attacker and bombard them with magic. Luckily, they have a spell for that as well!
When starting out as an Abjurer, you will have access to the basic Mage spells like MAGIC MISSILE, FROST, FIREBALL, etc. Using these magics will be your best line of offense during combat, so turning AUTOMELEE off may help you stay out of the line of fire until you can whittle down the enemies health. Later, you will gain access to the REPULSION spell to keep enemies away with a wave of your hand. As you rise through the ranks you will begin to unlock a variety of RESIST and SHIELD spells. These are the bread and butter of the Abjurers playlist. You can find a spell for almost any situation. Fighting against a magic user? GREATER GLOBE has you covered. Warriors with swords? Try RESIST SLASH. Early on it may seem costly to cast your protections, but as you gain levels the duration will increase and the cost will decrease. Pretty soon you and your party will be able to walk into any situation prepared for whatever the enemey throws at you.
While you are learning an assortment of protective spells, you will also begin to qualify for magical buffs. Spells like HASTE, STRENGTH, and ENLIGHTENMENT will help fortify the body and mind to prepare you and your comrades for combat. You can even keep the entire partys armor intact with REPAIRING AURA, and eventually MASS REPAIRING AURA. Speaking of armor, the final spell you receive as an Abjurer is the coup de grace of protection spells. ACHILLES ARMOR will make you near invulnerable to every type of damage, except for one random (unknown) damage type. The minor downside is that if you are hit by that mystery damage type you'll instantly die. Que sera sera.
The trade-ff for you phenominal protective powers is the near impossibility to use ENCHANTMENT/CHARM magics. Since Enchantment and Abjuration does not mix, you should never multi-class to the ENCHANTER sub class. It will make Abjuration spells very difficult to cast, rendering all your hard work useless. Multi-classing Mage sub classes can be difficult because of how the magic domains mix (or don't mix). That being said, as an Abjurer you might also want to avoid Conjurer, since many of the stat-enhancing buffs you can learn are in the TRANSMUTATION domain, and therefore do not mix with CONJURATION.
With the powers of Abjuration within your control you can reach new heights and take on challenges you didn't think were possible. Your protection powers are second to none! But every now and then it's nice to let down your walls and join a party so you can have others tell you how great you are.
Player Comments
- From my experience, abjurers excel at keeping their enemies away. Turn off automelee and cast spells to repel the enemy, such as repulse or wall of air. Then release ranged spells like fireball. Repeat until dead. -- Snarf
- You can repair sailing ships with Improved Repairing Aura even while in the middle of a naval battle. -- Trista
Multi-Classing Options and Effectiveness
Notes
Every mage subclass has a natural amplifier towards a spell group, the abjurer is no different. By reaching level 5, it gains a bonus to abjuring magic, and these bonuses are doubled when you grow to level 10. Also the duration of your abjuring magic is doubled and the effects of abjuring magic towards you are halved, what makes the level 10 a very important point on your path. You wont be able to use enchantment magic as an abjurer though, but it wont prevent you to become a deadly caster by combining the powers of abjuration and evocation with a few twists here and there, we managed to go to level 91 using only the equipment from the Mud school, that's why we call the abjurer a pretty self-sufficient class. With the exception of dragons and other mobs with special behaviours, you will be able to face tougher foes even on early levels.
- A recommended spell list from the Magna Velum's Comprehensive Guide to the Abjurer Class
- Mindflayers make poor Abjurers, since they lose access their primary method of satiated their hunger (Charm).