Difference between revisions of "Guide:Cleric"

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= Levels 8-14 =
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= Levels 8-15 =
  
  
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== Before Level 15 ==
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== Before Level 16 ==
  
Many things change in the game once you reach level 15 that make the game harder.  They include:
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Many things change in the game once you reach level 16 that make the game harder.  They include:
 
* Loss of experience and/or level upon death
 
* Loss of experience and/or level upon death
 
* Corpse and items left in room upon death
 
* Corpse and items left in room upon death
 
* Many mobiles turn aggressive
 
* Many mobiles turn aggressive
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* Hometown command no longer available.
  
It is recommended that you explore as much as possible and gain levels in your other classes before reaching level 15.
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It is recommended that you explore as much as possible and gain levels in your other classes before reaching level 16.  You should also try to complete any quests or forges in [[Continent:Valkyre|Valkyre]] before reaching level 16.  Once you reach level 21 you can not longer visit Valkyre and it is much easier to complete these tasks at level 15 rather than level 20.
  
  
= Levels 15-20 =
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= Levels 16-20 =
  
  
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== Before Level 21 ==
 
== Before Level 21 ==
  
Make sure you finish everything on [[Continent:Valkyre|Valkyre]].  Once you reach level 21, you will not be allowed back onto the continent.
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Make sure you finish everything on [[Continent:Valkyre|Valkyre]].
  
  

Revision as of 22:37, 14 February 2015

Welcome to SlothMUD, a text-based online Multi-User Dungeon based on DikuMUD. This free game is enjoyed continuously by players worldwide. With over 23,500 uniquely described rooms, 8,300 distinct creatures, 12,200 characters and 7,100 pieces of equipment, charms, trinkets and other items, our online RPG world is absolutely enormous and ready to explore.

New Player Guides
Character Creation   First Steps   Combat   Groups
The World of Jord
The Island   Lyme   Niebelung   Thordfalan   Thule   Valkyre
Class Guides
Cleric   Warrior


Introduction

This guide is designed to provide players with strategies for playing Cleric-prime characters.


SlothMUD Basics

The Cleric derives his magic through the agency of his gods. Most Cleric spells focus on healing and protection which makes them very useful in groups. At higher levels the Cleric receives damage spells and the ability to request assistance from his god in the form of Supplication Creatures.

The SlothMUD Cleric should:

  • Choose a god by sacrificng a corpse at the god's altar. If the Cleric has no god, he can not request devine assistance or intervention.
  • Keep his alignment "good" by only fighting evil and neutral mobiles. The Cleric receives spells that only affect evil creatures and will not work if the Cleric is evil.


Level 1

First Steps

If you haven't already followed the First Steps Guide, make sure you go through the guide. It is very important for Cleric characters to learn as many spells as possible when first starting out. Early in the game, learning available spells to their maximum will earn you almost enough experience to gain your next level without going through combat.


Important Spells/Skills

  • Armor: Makes it more difficult for mobiles to hit you. Should have armor in effect at all times. This spell book is available in the Cleric's Guild.
  • Cure Light (Wounds): Heals damage done to you by mobiles. This spell book is available in the Cleric's Guild.


Areas to Explore

  • Newbie College: This is really the best area for low-level Clerics to gain experience.


Strategy

  • Start fighting the rats and cats in the Newbie College. See Guide:Combat if you're new to MUDs.
  • Sacrifice a corpse at the altar in the Newbie College to gain favor from Splork.
  • Complete at least one quest while inside the Newbie College to earn extra gold.
  • Keep an eye on your unused experience - once you have 2000 experience points, you should return to your guild, raise your level, and practice new spells.


Levels 2-7

Important Spells/Skills


Areas to Explore


Strategy

  • Use your spells to make yourself harder to hit while making it easier to hit your opponents.
  • Rest between fights to give yourself plenty of mana for healing during combat.
  • Use the online EQList to see the statistics for any new treasure you find.
  • Alternatively, use the score command to see if the treasure improves your statistics.
  • Sell any equipment that is substandard or unusable at the town shops.
  • Start depositing excess gold at the town bank.
  • Continue looking for and reading spell books.


Before Level 8

Before reaching level 8 Cleric it is important that you choose a secondary class and that you reach level 1 in that class. Once you reach level 8, SlothMUD will randomly roll your statistics and will assign them in order of importance. This order is determined by your primary and secondary classes. If you haven't chosen a secondary class by the time you reach level 8, your statistics will not be rolled and you will be left with lower statistics and be at a disadvantage.

In addition, you should choose a secondary class that fits your roleplaying or character style. The secondary class still provides advantages of that class - but to a lesser degree than if it was primary. Choosing a magic-based class (Druid, Mage, Necromancer) will allow you to cast more spells and will boost your mana. Choosing a fighter-based class (Bard, Monk, Thief, Warrior) will create a hybrid character who is able to fight and cast spells.


Levels 8-15

Important Spells/Skills

  • Create Water: Once you reach level 8 you will be required to drink liquids on a regular basis.
  • Create Food: Once you reach level 8 you will be required to eat food on a regular basis.
  • Water Breathing: Allows you to go underwater without drowning.
  • Detect Evil: Puts a red glow around evil mobiles.
  • Cure Normal: Better healing spell.
  • Dispel Evil: Does a lot of damage to evil mobiles.
  • Supplication: Requests your god to send a mobile to aid you. Some will fight, others will perform different tasks. Cast the spell, sacrifice a corpse, and wait for a response.
  • Word of Recall: Teleport to the recall location on your current continent. Usually a gate at the edge of the capital city.
  • Stone Skin: Better armor spell.
  • Flame Strike: Damage spell.


Areas to Explore

  • Mystical Fens: Stay away from the dragons - they will launch fireballs into neighboring rooms.
  • Area:Waterfall: You will get pushed around by the currents, but the mobiles are not aggressive.
  • Quickling Forest: Only the archers are aggressive at this level. Most Quicklings are evil.
  • Cleric's Tower: Most are evil. Do not go through the trap door until you reach a higher level.


Strategy

  • Use a supplication to help you fight.
  • Use detect evil to identify evil mobiles and dispel evil to kill them.
  • Recall when in danger.
  • Use Flame Strike on mobiles that aren't evil.


Before Level 16

Many things change in the game once you reach level 16 that make the game harder. They include:

  • Loss of experience and/or level upon death
  • Corpse and items left in room upon death
  • Many mobiles turn aggressive
  • Hometown command no longer available.

It is recommended that you explore as much as possible and gain levels in your other classes before reaching level 16. You should also try to complete any quests or forges in Valkyre before reaching level 16. Once you reach level 21 you can not longer visit Valkyre and it is much easier to complete these tasks at level 15 rather than level 20.


Levels 16-20

Important Spells/Skills

  • Fly: Allows you to fly into rooms that require it.
  • Spell:Sanctuary: Reduces damage to you by about half.


Areas to Explore

Strategy

Before Level 21

Make sure you finish everything on Valkyre.