The Classes of SlothMUD There are eight (8) classes on SlothMUD, plus a ninth avatar class. The eight classes available for selection immediately are: warrior, monk, thief, bard, druid, necromancer, cleric, and mage. Each offers a set of spells and/or skills. The avatar class opens up after you get 4 classes to level 40. As SlothMUD is a multi-classed system, you don't have to worry about picking a single class. You'll eventually get all available skills and spells with enough levels in time - except for these special prime skills/spells that are reserved for those that have chosen that class as their primary class. Certain skills and spells are also "capped" relative to where they are in your class order, which means the further down you pick that specific class, that skill/spell will have certain features or effectiveness limited to your choices. Your class order also affects several other things, such as maximum bonus caps (such as enhanced healing, improved damage from your spells, and other related items), maximum statistics, statistic orders, and innate bonuses to aptitude across a broad spectrum of things. Each class has its advantages and disadvantages. Being a true newbie to a MUD puts you at a disadvantage as there is already a steep learning curve to playing a MUD, but in most cases - you won't know what sort of playing style you'll enjoy - which greatly affects your class order choices. Some people simply pick their prime classes due to wanting the prime skills/spells available for their chosen preference, or to access certain skills/spells faster, or they might want to maximize their favorite skill/spell. There's a variety of reasons why people make the choices they do. |
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But what should matter the most to you is if it'll be fun for you. That's the entire point of the MUD - to have fun. Don't listen to what other people tell you if you want to do it and it'll be fun for you. That's all that should matter to you. |
There are already some classic combinations out there that are well known to many people, things such as a thief/mage - where the primary focus is on stabbing a monster and then blasting it to death with offensive spells after it's been greatly weakened (if not outright killed - (also known as splorked) by the stab itself). That's a play style in itself, and in my view, it doesn't matter very much what classes you pick after thief prime and mage secondary for this play style - just apply what you want and think would help you most. For example, since you plan to use a lot of mana casting spells, you may decide that it's a good idea to pick druid tertiary to give you better mana regeneration so that you can get back to casting spells faster.
Prime skills/spells can change without notice - but this is usually done to improve the game for everybody as a whole. For example, restoration (the most powerful healing spell) used to be for primary clerics only - but was later changed to allow everybody access to this spell, since it was so essential. It was replaced by a new prime spell known as circle of healing (a spell that allows the cleric to heal everybody in the same group as the cleric, with one spell). As such, the lists I'll set forth may change in time. Each class also has some certain benefits.
Warriors get the primary skills of: Parry (30), Second Wind (32), Riposte (40), and Massive Critical Hit (Avatar 7). They also roll the Strength statistic first, have the most innate natural THACO (inherent hit/damage). They also have no armor class (AC) cap (-10 is the best AC available without the warrior skill - heavy armor proficiency (38)). With that skill learned, anybody can reach a best AC of -11, as it isn't a prime-only skill - but warriors get a special bonus beyond this and are not limited at a cap for their armor class. If they can find the equipment, they can reach -12. -13, or even beyond.
Monks get the primary skills of: Focus (30), Presage (31), Wraithtouch (33), Kensai (40), and Deathtouch (Avatar 38). They roll the Constitution statistic first, have natural damage reduction and the highest possible cap on Reduce_Dam points, get a natural damage reduction point for every class they advance to 40. They do not use a weapon and rely on hand damage items to boost their attacks. Monks need strength for several of their skills to be effective.
Thiefs get the primary skills of: Circle (15), Apply Poison (31), and Sleight of Hand (Avatar 14). They roll the Dexterity statistic first, have innate backstab damage and hitroll multipliers, and rely on their stab to an almost exclusive and essential degree. Thieves need strength to improve their damage and hitroll, but they also need Dexterity for several of their skills to work effectively.
Bards get the primary skills/spells of: Adaptation to Circumstances (20), Dance With The Dead (35), Song of the Mist (21), Knight's Blessing (21), Knight's Prayer (Avatar 6), Call of the Sidhe (38), and Dance of the Seven Luck Gods (40). Bards roll the Dexterity statistic first, have great natural Charisma, get song bonuses, an unique extra instrument equipment slot, affect more players with their songs, and for the most part Bards are a strange hybrid class unlike any other.
Druids get the primary skills/spells of: Shapeshift Form to Form (40), Canopied Arbor (21), and Shield of Thorns (33). They are also the only class that will eventually be able to access the Piasa form. Druids rely on their shapeshift skill to do nearly anything they want to. They also get the most mana regeneration while outdoors and this bonus decreases the further down druid is in your class order - it's generally believed that past tertiary, you don't get a druid mana regeneration bonus added to the natural mana regeneration that comes from this class itself. The forms available to shapeshift into rely on druid's placement into your class order. Druids roll the Wisdom statistic first and generally need Intelligence and Wisdom (and not much else). They are also able to access the best equipment that can shapeshift into their new forms along with them - several pieces of shapeshift equipment are for druid primes only.
Necromancers get the primary skills/spells of: Ritual of Resurrection (25), Death Pact (10), and Wraithform (40). The Ritual of Resurrection creates a very powerful undead creature pet known as a Ju-Ju Zombie - this along with the Necromancer's summoned undead and dead legions of followers allow the Necromancer to command a burgeoning army. Necromancers roll the Intelligence statistic first and have natural Undead Control, along with the maximum possible Undead Control cap available. This cap reduces the further down you select Necromancer in your class. The creatures available from either the animate dead or summon undead spells are also capped according to the placement in your class order.
Clerics get the primary skills/spells of: Dark Mace (23), Aerial Servant (31), Circle of Healing (40), and Kylas Delight (40). They also have natural healing abilities and gain experience every time they raise the dead (using the raise dead spell). They have the highest healbonus cap and will be able to access the primary supplicants available at the avatar levels. Supplicated creatures are capped based on where cleric falls in the class order (same as with the undead followers of necromancers). Clerics roll the Wisdom statistic first and have the best mana regeneration of any class apart from druids.
Mages get the primary skills/spells of: Mirror Image (23), Reflection (31), and Frostbolt (38). They have a natural aptitude to everything magical and have the highest spell damage bonus cap available (this cap reduces the further down mage is in the class order). Mages roll the Intelligence statistic first and have the most mana of any class (necromancer being second).
My personal recommendation is to pick a primary focus or skillset that you would prefer to have above the other choices and try that out. You can always make a new character later if you end up disliking the original character. Go ahead and pick a class that sounds like fun to you and make your character on the MUD!