Cleric(Cleric)

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=CoffeeMUD Player Information=
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==CoffeeMUD Classes==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Cleric Classes===
Cleric        Doomsayer        Healer        Missionary        Necromancer        Oracle        Purist        Shaman        Templar       
===Cleric===
Description: Clerics are the great vassals of the Gods. Through them the wonders of both good and evil are possible. Clerics possess great magical abilities in their numerous

"prayers". While their weapon choices are limited to their alignment, they may wear any type of armor.

classes which may or may not be available to him, depending on his disposition. These classes include: Templar, Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle.

How to play: The first, last, and greatest strength of the good Cleric is in his ability to heal, just as the ability to harm aids the evil Cleric. A Cleric is unique in his ability to flourish either alone or in groups, being moderately skilled in combat, and having the healing ability to last a long time in a tough fight. Clerics are highly desired for groups, however, as the lead fighter in the group will want the Cleric's healing touch in battle.

The only weakness of the Cleric is offensively, which the evil Cleric will make up for with harmful magic, and the good Cleric will compensate for with healing spells to last out the battle. With a balanced approach, the Cleric can gain experience with the efficiency of a fighter.

Primary Stat: Wisdom
Qualifications: Wisdom 9+
Practices: 5 +(Wisdom/6)+2 per level. 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)+(1d10) per lvl.
Mana: 100 +(Int/4)+(1d4) /lvl.
Movement: 100 +10X(Str/18) per

lvl.

Attack: +(Wis/18) per level.
Damage: +1 damage per 30 level(s).
Maximum Stat Values: Wisdom (25), Others (18)
Bonuses:
Weapons: Evil must use polearm, sword, axe, edged, or daggers. Neutral must use blunt, ranged,

thrown, staff, natural, or sword. Good must use blunt, flailed, natural, staff, or hammer.

Armor: May wear any armor.
Limitations: Using prayers outside your alignment introduces failure

chance.

Starting Equipment: a small mace
Races: Centaur Drow Duergar Dwarf Elf Gnome Goblin Half Elf Halfling

Human Ogre

Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 (Marry) (Restore Smell) (Wands) (Revoke) (Annul)

(Cure Light Wounds) (Christen) (Disown) Write (Swim) (Cause Light Wounds) (Bandaging) (Divorce) Convert (Smoke Rings) Recall (Foraging) (Gem Digging) (Drilling) (Fishing) (Herbology) (Hunting) (Shearing)

2 (Sense Evil) (Sense Life) (Sense Good) (Death Guard) (Lacquering) (Embroidering) (Dyeing) (Butchering) (Engraving) (Cooking)

(Wood Chopping)

3 (Desecrate) (Sacrifice) (Bury) Fire Building (Blacksmithing)

(Clan Crafting) (Tailoring) (Leather Working) (Carpentry)

4 (Protection Evil) (Protection Good) (Protection Undead) (Death Knell) (Searching) (Mining) (Weaving) (Pottery)

(Costuming) (Sculpting) (Distilling)

5 (Cure Deafness) (Deafness) Control Undead

(Create Food) Turn Undead (Painting) (Food Prep) (Baking) (Armorsmithing) (Cobbling) (Weaponsmithing) (Glass Blowing) (Fletching) (Scrimshawing) (Paper Making)

6 (Sense Injury)

(Cure Serious Wounds) (Cause Serious Wounds) (Create Water)

7 (Curse) (Sense Alignment) (Bless)
8 (Anti Undead Field) (Freedom) (Protection Paralyzation)

(Paralyze)

9 (Dispel Good) (Sense Invisible) (Dispel Evil)
10 (Sense Magic)

(Incite Dead) (Restore Voice) (Silent) (Wainwrighting) (Masonry) (Jewel Making) (Construction) (Siegecraft) (Ship Building) (Locksmithing) (Speculating) (Farming) (Smelting) (Taxidermy)

11 (Protection Poison) (Unholy Poison) (Remove Poison)
12 (Protection Disease) (Plague) (Hold Undead) (Cure Disease)
13 (Blood Moon) (Sanctuary)

(Protect Health)

14 (Cause Critical Wounds) (Sense Hidden) (Mercy) (Cure Critical Wounds)
15 (Remove Curse) (Holy Aura) (Great Curse) (Irrigation) (Landscaping)

(Excavation)

16 (Anger) (Awaken) (Calm) (Sanctify Room)
17 (Blindsight)

(Infuse Holiness) (Infuse Balance) (Blindness) (Unholy Portent) (Cure Blindness) (Infuse Unholiness) (Half Attack)

18 (Drain) (Blade Barrier) (Dream Feast) (Protection Elements)
19 (Godstrike) (Hellfire) (Thunderbolt) (Corpse Walk)
20 (Devourer Curse) (Mass Mobility) (Mass Freedom) (Mass Paralyze)
21 (Heal) (Protection Outsiders) (Harm) (Stasis)
22 (Bless Item) (Curse Item) (Neutralize Item) (Bloat Bomb)
23 (Mass Harm) (Joyous Rapture) (Linked Health) (Mass Heal)
24 (Unholy Word) (Nullification) (Snake Staff) (Holy Word)
25 (Animate Dead) (Resurrect) (Regeneration) (Protection Curses)
26
27
28
29
30 (Deathfinger) (Contagion) (Restoration)
31
32
33
34
35 Planar Travel

Multi-Classing Options and Effectiveness

Notes

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