Healer(Cleric)

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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       
===Healer===
Description: Healers project the most benevolent aspects of their gods by bringing life

and good health to those around them. The Healer is so adept at these arts that his or her healing prayers are more powerful than those cast by any other cleric. The Healer is a good aligned class, meaning that he will always fumble on evil prayers, and does not qualify for evil prayers. The Healer also gets a few special prayers known only to the Healer, including the great Aura of Healing at 30th level.

How to play: More than any other cleric, the Healer is a most desirable group member. There is no ailment, no weakness, no problem almost that the Healer can not cure through the power of his god. In the heat of battle, or in the periods in between, the Healer is a valued friend to those who take the brunt of battle. The Healer can also try it alone if he likes, if he is willing to use patience and plenty of cure spells to outlast his opponents.

Primary Stat: Wisdom
Qualifications: Wisdom 9+, Charisma 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: Charisma (22), Wisdom (22), Others

(18)

Bonuses: All healing prayers give bonus healing. Attains healing aura after 30th level.
Weapons: Must use hammers, staves, flailed, natural, or blunt weapons.
Armor: May wear any

armor.

Limitations: Always fumbles evil prayers. Qualifies and receives good prayers. Using non-aligned prayers introduces failure chance.
Starting Equipment: a small mace
Races: Drow

Duergar Dwarf Elf Half Elf Human

Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 Turn Undead (Annul) (Bandaging)

Convert Revoke (Wands) Cure Light Wounds Hand to hand combat Recall Write (Smoke Rings) (Marry) Swim (Restore Smell) (Foraging) (Gem Digging) (Drilling) (Fishing) (Herbology) (Hunting) (Shearing)

2 (Infuse Holiness) (Sense Evil) (Lacquering) (Embroidering) (Dyeing) (Butchering) (Engraving) (Cooking) (Wood Chopping)
3 Fire Building (Remove Death Mark) Sacrifice (Blacksmithing) (Clan Crafting)

(Tailoring) (Leather Working) (Carpentry)

4 (Cure Fatigue) (Searching) (Protection Evil)

(Mining) (Weaving) (Pottery) (Costuming) (Sculpting) (Distilling)

5 (Fidelity)

Cure Deafness (Painting) (Food Prep) (Baking) (Armorsmithing) (Cobbling) (Weaponsmithing) (Glass Blowing) (Fletching) (Scrimshawing) (Paper Making)

6 (Sense Disease) Cure Serious Wounds
7 (Bless) (Brightening Aura)
8 (Forgive) Freedom
9 (Godlight)

(Dispel Evil)

10 (Cure Vampirism) Restore Voice (Wainwrighting) (Masonry)

(Jewel Making) (Construction) (Siegecraft) (Ship Building) (Locksmithing) (Speculating) (Farming) (Smelting) (Taxidermy)

11 (Remove Poison) (Benediction)
12 Cure Disease

(Cure Exhaustion)

13 Mass Freedom (Protect Health)
14 Cure Critical Wounds

(Aura of Healing)

15 Holy Shield (Holy Aura) (Irrigation) (Landscaping) (Excavation)
16 Calm (Cure Cannibalism)
17 Cure Blindness (Invigorate)
18 (Dispel Undead) (Blessed Hearth)
19 (Godstrike) (Deaths Door)
20 Half Attack (Peace Ritual)
21 (Atonement) Heal
22 (Bless Item) (Consecrate Land)
23 (Mass Cure Disease) Mass Heal
24 (Divine Resistance) (Holy Word)
25 (Divine Constitution)
26
27
28
29
30 True Resurrection
31
32
33
34
35

Multi-Classing Options and Effectiveness

Notes

  • The level 30 healing aura class ability CANNOT be turned off with the AUTOINVOKE command.
    • This ability will cause damage to any undead in your group.
    • This ability will persist for some time after group members leave your group.