Difference between revisions of "Commoner(Base)"

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{{CoffeeMUDCommonerClassesTOC}}
 
{{CoffeeMUDCommonerClassesTOC}}
 
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All commoners start their careers as an [[Apprentice(Commoner)|Apprentice]].
  
 
===Premise===
 
===Premise===
Commoners are the run-of-the-mill citizens in MUD society.  These are the people who keep adventurers fed and supplied, without having to venture far beyond the protection of cityguards.  Most commoners do poorly in combat, but acquire experience through other means.
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Commoners are the run-of-the-mill citizens in MUD society.  These are the people who keep adventurers fed and supplied, without having to venture far beyond the protection of cityguards.  Most commoners do poorly in combat, but acquire experience through other means.  Unlike other base classes, commoners may switch out of the commoner base class into a professional adventuring class (but never return to gain more commoner levels).
  
 
===Prime Abilities===
 
===Prime Abilities===
There is no single stat that is most important to commoners.  While some commoners may recommend certain stats, all stats are valuable and having a balanced set of stats is most useful to commoners.
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There is no single stat that is most important to commoners.  While some commoners may recommend certain stats, all stats are valuable and having a balanced set of stats is most useful to commoners. Since all commoners start as an apprentice, they need at least 5 Intelligence and 5 Wisdom, in addition the the desired career path (9 Strength and 9 Dexterity for Artisans, 5 Strength and 5 Dexterity for Gaolers, 5 Constitution and 5 Dexterity for Sailors, and 9 Intelligence and 6 Wisdom for Scholars).  These base stats are calculated AFTER racial modifiers, so if your race has a negative strength modifier, it is best to overcompensate in that stat.
  
 
===Subclasses===
 
===Subclasses===
*[[Apprentice(Commoner)|Apprentice]]
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*[[Apprentice(Commoner)|Apprentice]] - A starter class to allow players to log in and chat with the community prior to committing to a class.  It also enables the character to have one additional crafting skill and one additional common skill.
*[[Artisan(Commoner)|Artisan]]
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*[[Artisan(Commoner)|Artisan]] - A craftsman who earns most of their experience creating items and gathering materials.
*[[Gaoler(Commoner)|Gaoler]]
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*[[Gaoler(Commoner)|Gaoler]] - A medieval jailer who punishes the wicked.
*[[Sailor(Commoner)|Sailor]] (in development)
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*[[Sailor(Commoner)|Sailor]] - A common seaman, great at fishing and sailing.
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*[[Scholar(Commoner)|Scholar]] - An academian who excels at organizing, teaching, studying and writing.
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===Notes===
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*Unlike other base classes, commoners don't qualify for common skills on the [[ALLQUAL(CoffeeMUD)|All Qualify]] skills.  They do qualify for all skills specified by their class, and the [[EVERYQUAL(CoffeeMUD)|Every Qualify]] skills.

Latest revision as of 16:08, 25 June 2022

CoffeeMUD
Administrator                                                  Builder                                                              Player
=CoffeeMUD Player Information=
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==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Commoner Classes===
Apprentice        Artisan        Gaoler        Sailor        Scholar       


All commoners start their careers as an Apprentice.

Premise

Commoners are the run-of-the-mill citizens in MUD society. These are the people who keep adventurers fed and supplied, without having to venture far beyond the protection of cityguards. Most commoners do poorly in combat, but acquire experience through other means. Unlike other base classes, commoners may switch out of the commoner base class into a professional adventuring class (but never return to gain more commoner levels).

Prime Abilities

There is no single stat that is most important to commoners. While some commoners may recommend certain stats, all stats are valuable and having a balanced set of stats is most useful to commoners. Since all commoners start as an apprentice, they need at least 5 Intelligence and 5 Wisdom, in addition the the desired career path (9 Strength and 9 Dexterity for Artisans, 5 Strength and 5 Dexterity for Gaolers, 5 Constitution and 5 Dexterity for Sailors, and 9 Intelligence and 6 Wisdom for Scholars). These base stats are calculated AFTER racial modifiers, so if your race has a negative strength modifier, it is best to overcompensate in that stat.

Subclasses

  • Apprentice - A starter class to allow players to log in and chat with the community prior to committing to a class. It also enables the character to have one additional crafting skill and one additional common skill.
  • Artisan - A craftsman who earns most of their experience creating items and gathering materials.
  • Gaoler - A medieval jailer who punishes the wicked.
  • Sailor - A common seaman, great at fishing and sailing.
  • Scholar - An academian who excels at organizing, teaching, studying and writing.

Notes

  • Unlike other base classes, commoners don't qualify for common skills on the All Qualify skills. They do qualify for all skills specified by their class, and the Every Qualify skills.