PlayerClasses(CoffeeMUD)
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 |
While the CoffeeMUD engine is designed for flexibility, including classless and levelless systems, The official CoffeeMUD uses a class-based system with many subclasses. There are seven Base Classes in CoffeeMUD. The Apprentice is the starting class for the Commoner Base class, all the other base classes are the same name as the base (IE, the Bard is the starting class of the Bard Base class). In order to play a different subclass of one of the base classes, a character must Multiclass into the subclass.
See Tok's YouTube Tutorials for some additional insight into character creation.
Base Classes
Multiclassing
Each class was designed to reach its peak of gainable skills at level 30, although some classes have abilities at higher levels. Changing to another class is done by going to your respective guild and training in the class of your choice. The classes you can become are listed when you type QUALIFY. Changing to another class is done using the TRAIN command.
- Some abilities' effectiveness is determined by your qualifying class levels (that is, all of the levels of a class that qualify for that ability). Multiclassing into a class that doesn't have access to these abilities will reduce the overall effectiveness of them at high levels.
- Staying in a single class for higher levels allows you to dedicate more training points into stats and expertises.
- Multiclassing allows access to new abilities.
When multiclassing, always keep in mind the classes you want to become and how far you would want to go in them. Some classes affect others in a negative way. If you plan to get to level 30 with three subclasses, train in the first before your first level of the game. This ensures level 30 status with all the classes. Generally speaking, it is desirable to gain 30 levels in a class before taking another class (except at level 1, when you should feel free to change your class to the desired subclass). This maximizes your potential to gain the most powerful abilities that class has to offer, and provides an added bonus if you decide to REMORT at some point in the future.
- Since it costs 1 TRAIN each time you change class, it is best to focus on one class at a time until you get it to the level you desire.
- Remort achievements after level 30 are best left to pure level 90 remorts in that class to maximize your achievement gain. If you are deep-classing one class (like 1 Fighter, 45 Ranger, xx Cavalier), it is more desireable to remort at or after level 30 in your last class (Cavalier in this example), since you will get 1 ranger past life achievement and 1 cavalier achievement.
- If you took ranger to 60, then cavalier to 30, you would get 1 ranger past life achievement, 1 ranger savant past life achievement, and one cavalier achievement. This is inefficient if your end goal is to get 2 prodigal ranger past life achievements (2 max), since each of those requires pure 90 ranger, and will provide 1 ranger past life achievement (6 max) and 1 ranger savant past life achievement (2 max).
- There are build reasons (RP, Character design, access to specific abilities) for designing classes other than the optimal Remort paths of 30/30/30 or 90, so this should just be a general guide, not a hard rule.
- Many classes have special modifiers that are only applicable for your current active class. Multiclassing out of that class will result in losing that benefit.
- Artisans gain experience for crafting items. Becoming a non-artisan will lose this benefit.
- Scholars gain experience in a very non-combat way, and will lose access to many of their alternative XP methods (but gain combat XP) if switching out of Scholar.
- Necromancer, Beastmaster and Ranger do not divide their combat experience with their followers. Switching out of one of these classes will result in sharing experience with followers again.
Just keep track of how far you feel like taking each class, whether it is to a certain skill or to it's full potential. It is not required, but can add a dimension to playing.
Aside from the Commoner Base Class, all subclasses must remain within the character's base class.
- Once a Commoner changes out of their class to an adventuring class, they must adhere to their new class's multiclassing restrictions.
Notes
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