Difference between revisions of "Dancer(Bard)"

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Dancers excel at being behind the scenes by keeping the party buffed with their dances. However, if you can't find a group of real people, you can use the [[Skill_Befriend|BEFRIEND]] skill to entice mobs that wander, and are the same race as you, to join your dancing troupe. The number of backup dancers you can amass with this skill is based on your [[Stats#Charisma|CHARISMA]]. Using your allies as decoys, you can focus on high kicking your foes into an early grave.
 
Dancers excel at being behind the scenes by keeping the party buffed with their dances. However, if you can't find a group of real people, you can use the [[Skill_Befriend|BEFRIEND]] skill to entice mobs that wander, and are the same race as you, to join your dancing troupe. The number of backup dancers you can amass with this skill is based on your [[Stats#Charisma|CHARISMA]]. Using your allies as decoys, you can focus on high kicking your foes into an early grave.
  
As a fledgling Dancer you will have access to the [[Dance_CanCan|CAN-CAN]] which will give you and your group an extra automatic [[Fighter_Kick|KICK]] every round of combat, but be careful because this will use up [[Stats#Move|MOVE]] quickly. If you or your party are fighting unarmed, the [[Dance_Capoeira|CAPOEIRA]] dance might be useful, but when access to dances are limited it might be safer to keep [[Dance_Grass|GRASS]] active most of the time. Later, use [[Dance_Courante|COURANTE]] to increase the number of attacks, or [[Dance_War|WAR]] to increase the damage of your party greatly, at the cost of [[Stats#Mana|MANA]]. Conversely, use the [[Dance_Butoh|BUTOH]] dance to restore the parties [[Stats#Mana|MANA]] quickly, allowing casters to barrage your foes with spells and [[Dance_Jingledress|JINGLEDRESS]] to keep the party healthy.
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As a fledgling Dancer you will have access to the [[Dance_CanCan|CAN-CAN]] which will give you and your group an extra automatic [[Fighter_Kick|KICK]] every round of combat, but be careful because this will use up [[Stats#Move|MOVE]] quickly. If you or your party are fighting unarmed, the [[Dance_Capoeira|CAPOEIRA]] dance might be useful, but when access to dances are limited it might be safer to keep [[Dance_Grass|GRASS]] active most of the time. Later, use [[Dance_Courante|COURANTE]] to increase the number of attacks, or [[Dance_War|WAR]] to increase the damage of your party greatly, at the cost of [[Stats#Mana|MANA]]. Conversely, use the [[Dance_Butoh|BUTOH]] dance to restore the parties [[Stats#Mana|MANA]] quickly, allowing casters to barrage your foes with spells, and [[Dance_Jingledress|JINGLEDRESS]] to keep the party healthy.
  
 
Besides dances, Dancers can also learn a variety of very important skills. [[Thief_Lore|LORE]] can give you detailed information about any item, weapon, or armor you find while exploring. Armed with this knowledge, you can find equipment that will maximize you and your allies combat skills. [[Fighter_BodyFlip|BODY FLIP]] can be used to immobilize enemies, [[Fighter_Roll|ROLL WITH BLOWS]] to avoid damage, or [[Fighter_Cartwheel|CARTWHEEL]] and [[Fighter_Spring|SPRING ATTACK]] to jump to the back of the conga line, letting your allies take the brunt of the damage. But if combat isn't going your way, try the [[Dance_Manipuri|MANIPURI]] dance to halt combat and potentially save lives. Remember, dances are area effects and might start fights you and your group aren't prepared for. Keep a close eye on the number of the enemies in the room, and use DANCE [[Dance_Stop|STOP]] to halt your current dance before walking into the unknown.
 
Besides dances, Dancers can also learn a variety of very important skills. [[Thief_Lore|LORE]] can give you detailed information about any item, weapon, or armor you find while exploring. Armed with this knowledge, you can find equipment that will maximize you and your allies combat skills. [[Fighter_BodyFlip|BODY FLIP]] can be used to immobilize enemies, [[Fighter_Roll|ROLL WITH BLOWS]] to avoid damage, or [[Fighter_Cartwheel|CARTWHEEL]] and [[Fighter_Spring|SPRING ATTACK]] to jump to the back of the conga line, letting your allies take the brunt of the damage. But if combat isn't going your way, try the [[Dance_Manipuri|MANIPURI]] dance to halt combat and potentially save lives. Remember, dances are area effects and might start fights you and your group aren't prepared for. Keep a close eye on the number of the enemies in the room, and use DANCE [[Dance_Stop|STOP]] to halt your current dance before walking into the unknown.

Revision as of 22:11, 9 February 2020

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 Bard Classes===
Bard        Charlatan        Dancer        Jester        Minstrel       
===Dancer===
Description: The Dancer is the graceful master of dance, who entertains and leads others in the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer is a highly desired group member for his "group affecting" skills, which include the magical dances in which he specializes.


How to play: Due to his weak fighting skill, the Dancer will likely look to groups for his primary advancement, much like the other bards. Dancers also gain a select set of powerful fighter skills to prove the worth of their diligence in maintaining his body. This makes them valuable group members, even without their powerfully enhancing dances.

Primary Stat: Charisma
Qualifications: Charisma 9+, Strength 9+
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/3)+(2d6) /lvl].
Mana: 100 +[(Int/6)+(1d2)/lvl].
Movement: 100 +[8X(Str/18) /lvl].
Attack: +(Cha/18) per level.
Damage: +1 damage per 10 level(s).
Maximum Stat Values: Strength (22), Charisma (22), Others (18)
Bonuses: Receives defensive bonus for high dexterity. Receives group bonus combat experience when in an intelligent group, and more for a group of players. Receives exploration and pub-finding experience based on danger level.
Weapons: Must use swords, daggers, natural, or ranged weapons.
Armor: Must wear cloth, vegetation, or paper based armor.
Limitations:
Starting Equipment: a short sword
Races: Aarakocran Drow Elf Githyanki Half Elf Halfling Human Merfolk
Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 Write    Can-Can    Recall    Stop    Befriend    Sword Specialization    (Hand to hand combat)    (Ranged Weapon Specialization)    (Play Instrument)    (Bandaging)    (Swim)    (Smoke Rings)    (Caravan Building)    (Foraging)    (Herbology)    (Floristry)    (Fishing)    (Gem Digging)    (Drilling)    (Hunting)    (Shearing)    
2 Foxtrot    (Lore)    (Cooking)    (Wood Chopping)    (Butchering)    (Lacquering)    (Dyeing)    (Embroidering)    (Engraving)    
3 Fire Building    Kick    Tarantella    (Climb)    (Blacksmithing)    (Carpentry)    (Leather Working)    (Tailoring)    
4 Waltz    (Appraise)    (Searching)    (Distilling)    (Mining)    (Sculpting)    (Pottery)    (Tanning)    (Costuming)    (Weaving)    
5 Salsa    Grass    (Dodge)    (Glass Blowing)    (Scrimshawing)    (Armorsmithing)    (Weaponsmithing)    (Paper Making)    (Food Prep)    (Fletching)    (Cobbling)    (Baking)    (Painting)    
6 Clog Dance    (Find Home)    (Shepherding)    
7 Capoeira    (Distract)    (Meat Curing)    
8 Tap    Swing    (AutoSwim)    (AutoCrawl)    
9 Basse    (Disarm)    
10 Tango    Body Flip    (Breakout)    (Smelting)    (Construction)    (Siegecrafting)    (Boatwrighting)    (Locksmithing)    (Speculating)    (Farming)    (Jewel Making)    (Wainwrighting)    (Masonry)    (Taxidermy)    (Shrooming)    
11 Polka    (Spring Attack)    
12 Rags Sharqi    Manipuri    (Find Ship)    (Gardening)    
13 Cotillon    (Trip)    
14 Ballet    (Two Weapon Fighting)    
15 Jitterbug    (Tumble)    (Composting)    (Irrigation)    (Landscaping)    (Excavation)    
16 Butoh    
17 Courante    (Second Attack)    
18 Musette    (AutoClimb)    (Food Preserving)    
19 Endurance    Swords    (Cartwheel)    
20 Flamenco    (Branding)    
21 Jingledress    (Roll With Blows)    
22 Morris    
23 Butterfly    (Blind Fighting)    
24 Macabre    
25 War    (Circle Trip)    
26
27
28
29 (Master Floristry)    (Master Herbology)    (Master Mycology)    
30 Square    
31
32
33
34
35

How to Play

The Dancer is the most delicate sub-class of the Bard, but may also be the most deadly. They are able to use their powerful legs and glamour to tantalize or terrorize their enemies. Most of a Dancers direct damage will come from their weapons. They are proficient in the sword, dagger, and ranged weapons, but can also use hand-to-hand combat if desired. Since they are limited to only light armor, avoiding direct damage should also be a priority.

Early in your adventuring career you'll want to take advantage of the exploration and pub-finding experience. Traveling to new areas, fully exploring areas, and finding pubs, can give a great head start on leveling. It's also a great way to find new dance partners. Just be wary of aggressive monsters and dangerous zones!

Dancers excel at being behind the scenes by keeping the party buffed with their dances. However, if you can't find a group of real people, you can use the BEFRIEND skill to entice mobs that wander, and are the same race as you, to join your dancing troupe. The number of backup dancers you can amass with this skill is based on your CHARISMA. Using your allies as decoys, you can focus on high kicking your foes into an early grave.

As a fledgling Dancer you will have access to the CAN-CAN which will give you and your group an extra automatic KICK every round of combat, but be careful because this will use up MOVE quickly. If you or your party are fighting unarmed, the CAPOEIRA dance might be useful, but when access to dances are limited it might be safer to keep GRASS active most of the time. Later, use COURANTE to increase the number of attacks, or WAR to increase the damage of your party greatly, at the cost of MANA. Conversely, use the BUTOH dance to restore the parties MANA quickly, allowing casters to barrage your foes with spells, and JINGLEDRESS to keep the party healthy.

Besides dances, Dancers can also learn a variety of very important skills. LORE can give you detailed information about any item, weapon, or armor you find while exploring. Armed with this knowledge, you can find equipment that will maximize you and your allies combat skills. BODY FLIP can be used to immobilize enemies, ROLL WITH BLOWS to avoid damage, or CARTWHEEL and SPRING ATTACK to jump to the back of the conga line, letting your allies take the brunt of the damage. But if combat isn't going your way, try the MANIPURI dance to halt combat and potentially save lives. Remember, dances are area effects and might start fights you and your group aren't prepared for. Keep a close eye on the number of the enemies in the room, and use DANCE STOP to halt your current dance before walking into the unknown.

Dancers make fantastic party members, with skills to improve both attack and defense. Just keep in mind, dancing may be good for your soul, but at times can be harsh on your soles.

Multi-Classing Options and Effectiveness

Notes

  • If you wish to use the DANCE social, then proceed the command with the forced-social command (comma) like ,DANCE.