Charlatan(Bard)
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 Bard Classes=== |
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Bard Charlatan Dancer Jester Minstrel |
===Bard=== | |
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Description: | Bards are traveling singers, whose "songs" can possess powerful magic. They are highly desired group members for the inspiration they bring to their team members, and the great stings they provide to their enemies. They possess the same weapon and armor restrictions as thieves, but also qualify for many thief skills.
Bard is the basis for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include the Charlatan, Dancer, Minstrel, and the Jester.
How to play: The great strength of the bard is in his wide assortment of skills, and in his powerful songs. The bard may try his hand as the lonesome traveler, but will find his skills still put him behind his peers. It is in the company of other, more powerful classes, that the bard will flourish. And because of the unique nature of his magic, and how his skills will always affect groups, that groups will always want to have a bard along.
Bards are as weak as thieves in combat, and lack their general sneakiness, so in the company of others must the bard find his path to greatness, filling any skill gaps in almost any group with the appropriate magic or ability. |
Primary Stat: | Charisma |
Qualifications: | Charisma 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 +[5X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Charisma (25), Others (18) |
Bonuses: | Receives group bonus combat experience when in an intelligent group, and more for a group with players. Receives exploration and pub-finding experience based on danger level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Beastkin Centaur Drow Duergar Dwarf Elf Githyanki Half Elf Halfling Human Merfolk Svirfneblin Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Write Nothing Recall Haggle Befriend Awareness (Hand to hand combat) (Ranged Weapon Specialization) (Play Instrument) (Bandaging) (Swim) (Smoke Rings) (Sword Specialization) (Caravan Building) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Seeing (Lore) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire Building Valor (Climb) (Hide) (Wands) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Suave (Appraise) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Armor Babble (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Clumsiness (Combat Recall) (Find Home) (Shepherding) |
7 | Rage (Dodge) (Meat Curing) |
8 | Muting (Distract) (AutoSwim) (AutoCrawl) |
9 | Serenity (Peek) |
10 | Friendship Revelation (Unbinding) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Drunkenness Comprehension |
12 | Health Mercy (Find Ship) (Gardening) |
13 | Make Maps Silencing (Trip) |
14 | Dexterity (Two Weapon Fighting) |
15 | Protection (Song Write) (Detect Traps) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Mana (Read Magic) |
17 | Quickness (Second Attack) |
18 | Lethargy Flight (AutoClimb) (Food Preserving) |
19 | Knowledge (Swipe gold) |
20 | Blasting (Branding) |
21 | Thanks Strength |
22 | Lullaby Distraction |
23 | Flying (Steal) |
24 | Death Disgust |
25 | Rebirth |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) (Master Mycology) |
30 | Ode |
31 | |
32 | |
33 | |
34 | |
35 |
How to Play
Successfully playing a charlatan is a simple enough thing, but unique in that it requires slightly different strategies than the usual grind of combat oriented classes. Firstly, take note that like all bard classes, the charlatan can get some extremely fast and effective experience from exploration. This is by far the fastest early game means of progression, and is fairly easy to do with the help of some maps, Krafti, who is 1 west of the altar in Midgaard, and some preparation. Note: don't be tempted to just enter each area and move on for the initial discovery experience; you are much better off completely exploring each area and then moving on. Otherwise you risk forgetting where you have already explored, though the where command can show you this information for your current area. You get exploration experience at discovery, half explored and 90% explored of each area. No need to get 100% exploration for each area, unless you are really motivated to fill out your spreadsheets. Also be wary of high level areas. The greater the level gap between your char and the average level of the area, the more experience you get. However, high level areas can be dangerous with aggro npcs, and thus more difficult to explore safely. Read signs before entering an area, as this usually gives some information. Reading the area helpfile is also a good idea. If possible, get a mage to buff you with improved invisibility or something similar, so that you can move unmolested. Flight is also very helpful, and often necessary. Of course, some mobs can see through invisibility, and some rooms are deathtraps, so be careful no matter what buffs you have. Hopefully the random skill gain your charlatan gets will grant you flight, invis or other useful utility buffs as well. This is random though, so can't be relied on. You will probably want wands to supplement yourself when luck fails and a mage isn't available. Combat will be unlikely to be a reliable means of advancement until you are later in the game, due to the relative lack of damage output. With some effort you can grind it, but it's much easier to use exploration for at least the first 30-40 levels. Charlatans also get a wide number of class skills. This doesn't seem to be a completely random spread, as all charlatans created so far have received delay poison, at least for the writer. However, this may or may not be 100% consistent. Note that you will need to get into other class guilds to train up class specific skills, such as cleric prayers, mage spells and thief skills. In areas such as Midgaard, where guild entrances are blocked, you can use disguise class to change your class. Disguise class cleric, for instance, will let you enter into the cleric guildhall and train your prayers. It is so far unknown if disguising alignment will allow charlatans to cast anti-evil/anti-good prayers when of the opposite alignment. If not, then some prayers received may be difficult, or impossible, to use without dramatic alignment shifts. Take note of these requirements. Finally, regarding combat. Take note that the charlatan receives a number of combat control oriented skills. These don't actually allow the charlatan to reliable win combat, but does make surviving a lot easier. Things like exit stage left will force mobs to flee, though you need a est exit for it. This is a fast way to end combat that isn't going well. It can even be turned lethal if used in conjunction with a teleportation spell that drops the opponent into a room with a deathtrap to the west. Even a simple teleportation to the edge of the world will endlessly loop an npc into running west, which is an effective way to take them permanently out of a fight, though it won't kill them. Other skills, such as upstage, shuffle and cast blocking are useful for group combat. Of course, that requires a group in the first place, but this can let a charlatan thrive fairly well. All in all, the charlatan is great for exploration, and once you have enough skills, you can become quite dangerous. However, it will always be somewhat luck of the draw. The charlatan is almost always guaranteed to have a good set of utility abilities. With creativity, this can be made into something dangerous, or simply useful. It requires thought however, and balancing of resources. Good luck. Break a leg.
Multi-Classing Options and Effectiveness
Notes
- Charlatans autogain a random non-class ability every two levels.
- These abilities are also known as MIRACLE Abilities.
- These abilities show up as level 0 abilities in the respective selections (Chants/Prayers/Songs/Skills/Spells).
- Bonus (Miracle) abilities acquired from other measures (including Wish, leveled Remort Achievements, et al) will occupy a level slot for the Charlatan.
- So if you gain 3 abilities from remort that the Charlatan class (and any other classes that you have levels in) doesn't qualify for, you won't gain a miracle ability until level 8.