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CLASSES

Character Classes


Ninjas

The origins of the ninja are basically unknown, save for the fact that they come from a distant and exotic land. They seem to have an animosity against mystics, so they probably originate from the same area. Ninjas excel in the art of stealth and subterfuge. While they can fight fairly well in hand to hand combat, they prefer to immobilize their opponent before he would have time to react. After a deadly attack from the shadows, they will usually finish off their victim with their mastery of pressure point attacks. The ninjas of Silvermere have been rumored to be in league with the thieves guild, and are usually hired by them to do the bulk of their dirty work.

  • HP (Hit Points)/Level: 4-8
  • Magic: None
  • Combat: Average
  • Weapons: Any
  • Armor: Ninja
  • Abilities: Stealth, Dodge, Enhanced Crits, Traps, Lockpicking, Tracking

Thief

The Thief class is fairly self-explanatory. Thieves steal, for different reasons, and are very good at it. Not all thieves rob for personal gain: many are vigilantes, robbing sleazy nobles to help the poor. Others rarely use their thieving skills and are basically scouts, creeping ahead to survey enemies. Of course most thieves rob for their own benefit, and thus it is usually good to keep an eye on all Thieves in your party, even if they have given their word they will not rob you. Thieves have a number of useful abilities, including Thievery, Stealth, Lockpicking, and Traps. They can use any one-handed weapon, and will wear no Armor greater than leather due to their need for stealth. Thieves can also Backstab from the shadows when they are hidden, as can any class with Stealth.

  • HP (Hit Points)/Level: 4-7
  • Magic: None
  • Combat: Fair
  • Weapons: 1-H
  • Armor: Leather
  • Abilities: Stealth, Thievery, Traps, Lockpicking

Warriors

Warriors are the basic front-line fighters in any party. They are able to use any weapons and wear any Armor, and have good Combat and Hit Points. Even though they are a basically simple class, they are quite effective and can be varied. Warriors are guardsmen, mercenaries, infantry, bowmen, gladiators, and a multitude of other professions. They have no magical powers but can use any magical weapon or Armor piece they can find, as well as all the standard potions.

  • HP (Hit Points)/Level: 6-10
  • Magic: None
  • Combat: Good
  • Weapons: Any
  • Armor: Any
  • Abilities: None

Paladins

These are the holy warriors of the realm. Dedicated to fighting for their deity (which can be good OR evil, take note!), they are serious fighters with minor priestly powers. They can use any weapon or Armor, but prefer swords. The Knights of the King are Paladins, as are many of the wandering warriors you see patrolling the roads. Most Paladins will actively help anyone in need, even risking their own lives to save the ones they aid. Evil Paladins, of course, further their deity's will by slaying all people not of their own faith, so be wary when meeting a stranger offering help.

  • HP (Hit Points)/Level: 5-9
  • Magic: Priest-1
  • Combat: Good
  • Weapons: Any
  • Armor: Any
  • Abilities: None

Witchunters

Witchunters are a breed of elite warriors who have taken a vow to destroy all magical enemies. They will use no magical weapons, Armor or items, and will only grudgingly accept beneficial spells being cast on them. They are trained from birth to be ferocious and efficient fighters, and will give no quarter when faced with an enemy spell-caster. During their training to become Witchunters they develop a strong anti-magic aura, which interferes with spells being cast on them. This is due to their near-fanatical focus and their strong willpower. They will use any non-magical weapon, but will wear no Armor heavier than Scale because they favor quick, complex attacks that heavy Armor will not permit.

  • HP (Hit Points)/Level: 6-10
  • Magic: n/a
  • Combat: Excellent
  • Weapons: Any
  • Armor: Scale
  • Abilities: Extra Magic Resistance, No Magic Items, Anti-Magic

Bards

Bards are the wandering entertainers of the realm, travelling from city to city while playing songs of merriment and bringing information. In that last respect, Bards are very important, few people travel far, and for some places Bards are the only source of outside information. Thus, they are often warmly greeted and usually stay free of charge at any place they frequent. Bards are trained in exclusive colleges, where they are taught a multitude of things, from swordplay, to stealth, to magic. Bards practice a unique form of magic by using their considerable musical talents to weave spells. These spells usually take the form of charming magic. They can only use one-handed weapons, as they disdain heavy, slow weapons, and will wear only leather Armor.

  • HP (Hit Points)/Level: 4-7
  • Magic: Bardic
  • Combat: Average
  • Weapons: 1-H
  • Armor: Leather
  • Abilities: Stealth, Traps, Thievery, Lockpicking

Gypsy

Gypsies, if it is at all possible, travel even more than the Bards. In many respects, the two classes are quite similar, they both have the same assortment of weapons, Armor and skills. There is a profound difference, though, and that is the fact that Gypsies are not nearly as welcome as Bards. This is because when a Gypsy band comes through town, things always disappear. They are almost compulsive thieves, but they are not evil. Gypsies just make their money by 'alternate means', as they say. They also command respectable magic, and this has saved many a Gypsy skin when the authorities have come to get them. Gypsies use he same weapons as thieves, for they need stealth to use their abilities, and because they need freedom in all things they do.

  • HP (Hit Points)/Level: 4-7
  • Magic: Mage-2
  • Combat: Fair
  • Weapons: 1-H
  • Armor: Leather
  • Abilities: Stealth, Traps, Thievery, Lockpicking

Mages

There are as many kinds of Mages as there are other classes. There are Wizards, Sorcerers, Necromancers, Summoners, Transmuters, Elementalists, and a dozen more. Most of these specialists, though, never venture forth from their respective towers as they are not very well suited to adventuring. For this reason, most magic-users you meet in cities will be general Mages. These people are quite powerful, and wield a potent magical arsenal. Mages have at their command mostly combat and defense spells, as they are either adventurers, searching for fortune, or are the emissaries of other Wizards, who need them to search out lost artifacts or spell components. Either way, they are formidable and unpredictable foes. Mages use only staves (including the staff-sling) and daggers in combat, as they need as much mobility as possible. For this reason also, they will only wear robes for protection, and thus rely on their magic for protection.

  • HP (Hit Points)/Level: 3-6
  • Magic: Mage-3
  • Combat: Poor
  • Weapons: Staff
  • Armor: Robes
  • Abilities: None

Warlocks

Warlocks are the front-line fighters in any magical conflict. They combine the best abilities of both the Warrior and Mage classes, but as a result are not quite as effective as either of those 'pure' classes. The Warlock class is quite a powerful one, though, when you think of what a good fighter could do with potent magical spells! The King's Battle- Mage corps is comprised almost exclusively of Warlocks. They eschew the heavier Armor in favor of lighter Armor, as speed is a necessity when casting spells. They need one hand free to direct their ranged spells, so they may only use one-handed weapons.

  • HP (Hit Points)/Level: 4-8
  • Magic: Mage-2
  • Combat: Average
  • Weapons: 1-H
  • Armor: Leather
  • Abilities: None

Priests

Priests embody the virtue of their deities, be they good or evil. They channel the power of the gods to cast their spells and are notably intolerant of Priests of a different faith. Good Priests are welcome in all cities for their invaluable healing services, and for their spiritual guidance. Evil Priests are universally shunned, for their magical practices often require human sacrifice. In fact, evil Priest seems to enjoy these disgusting rites, which only perpetuates the disgust felt for them. Priests wear only robes and use blunt weapons, for good priests do not wish to kill needlessly, and evil priests do not want the victims to bleed to death before they can use them.

  • HP (Hit Points)/Level: 3-6
  • Magic: Priest-3
  • Combat: Poor
  • Weapons: Blunt
  • Armor: Robes
  • Abilities: None

Clerics

Clerics are martial Priests. While Priests prefer using spells, Clerics prefer to fight. And they are quite good at it, too. Like Priests, they do not enjoy bloodshed (although a little maiming is just fine), and will only use blunt weapons. They will wear any Armor in the fight against their foes, and quite a few wear the most Armor they can get. Clerics are an effective class, and have a strong survival rate due to their good Armor and healing spells. They are a valuable addition to any party.

  • HP (Hit Points)/Level: 4-8
  • Magic: Priest-2
  • Combat: Average
  • Weapons: Blunt
  • Armor: Any
  • Abilities: None

Druids

Druids are the traditional protectors of the forest. They worship and revere all forms of wildlife and nature. They are usually solitary folk, each keeping watch of a different part of the wilderness, but in times of need they come forth to preserve the balance of nature. Normally they are quite pacifistic, and avoid combat, but when the balance of things is in danger or their wilderness is threatened, they will retaliate with force. Druids command substantial magic, and will not hesitate to use them in the process of cleansing their lands from intruders. Druids use only blunt weapons as they find bloodshed distasteful, but if they are caught unaware they will use their sickles to defend themselves. They will wear only natural Armor. The Druids and the Rangers are very close, and they often consult each other on the ways of the world.

  • HP (Hit Points)/Level: 4-7
  • Magic: Druid-3
  • Combat: Fair
  • Weapons: Blunt
  • Armor: Leather
  • Abilities: None

Rangers

Rangers are the hunters and protectors of the wilderness, along with the Druids. They will never willingly harm an animal, but will fight in self-defense if necessary. Rangers share the same attitudes as the Druids in respect to what they believe in, and in fact, Rangers are just more adventurous and militant Druids. Some unscrupulous Rangers use their abilities for man-hunting, at which they excel. All of them practice some form of druid magic, and this combined with their formidable combat abilities and their stealth makes them powerful characters. Rangers are excellent sneakers and can plan an ambush quite well if it is necessary. They wear only leather Armor, for they need stealth and mobility to employ their powers, but they will use any weapon. Overall, Rangers are a powerful and expensive class.

  • HP (Hit Points)/Level: 5-9
  • Magic: Druid-1
  • Combat: Good
  • Weapons: Any
  • Armor: Leather
  • Abilities: Tracking, Stealth

Mystic

Mystics are a rare and unusual class. They are the students of ancient unarmed combat arts, and develop considerable mental powers (called Kai powers) in the course of their training. The source of these Mystics is not well known, but it is generally assumed to be an ancient teacher in some secluded cave. Of course, this Mystic teacher could live right in a city for all that is known. There are fairly advanced disciples in most cities, and they teach these exotic skills to any they deem worthy. They have yet to divulge the location of their master, however. Mystics' unarmed combat is effective against weapons and Armor due to their knowledge of critical points. Usually use no weapons at all, but some have become proficient in the staff. They will wear no Armor except for robes, as speed is the main element of their art.

  • HP (Hit Points)/Level: 4-8
  • Magic: Kai
  • Combat: Average
  • Weapons: Staff
  • Armor: Robes
  • Abilities: Martial Arts, Dodge, Stealth, Enhanced Criticals, Kai Powers

Missionary

Missionaries are almost a contradictory class, they essentially are Thieves with Priestly powers. This may seem an odd combination, but the need is there, Missionaries need some stealth when voyaging into heathen lands to convert others to their faith. They have good Priest magic and knowledge, and also the trouble-solving thief skills. Overall, they are more skulkers than fighters, but can fight well when the need arises. Often they make good spies, as they already have good stealth and evasion skills. Missionaries will use any one-handed weapon, and can wear only leather Armor.

  • HP (Hit Points)/Level: 4-7
  • Magic: Priest-2
  • Combat: Fair
  • Weapons: 1-H
  • Armor: Leather
  • Abilities: Stealth, Traps, Lockpicking

Apprentice

An apprentice is a user who is just starting in the world of MajorMUD.

 

Class Rights & Restrictions


Stealth: This is the skill of sneaking and concealment. A character with this skill can lurk in wait, concealed in the shadows of the room by typing [HIDE]. This can be used for a backstab. Also, you can sneak into a room by typing [SNEAK] and then moving. If you are lucky, no-one will see you, and then you can try to [HIDE] immediately or backstab some unfortunate person. A hiding character lurks in the shadows, and cannot be seen at all provided a stealth check is passed. Only when someone uses the [SEARCH] command will the hider be found. Neither [SNEAK] nor [HIDE] may be used while in combat. These two commands provide effective ways to avoid combat, but when used in conjunction with the [BACKSTAB] command, allow the stealthy character to attempt devastating surprise attacks. [BACKSTAB] may be attempted after a successful sneak roll, or while hidden, and if successful will do massive damage to the target. Not all weapons may be used to backstab with, as some are either too big or heavy, or both. A target with high perception or AC will prove to be a difficult target.

Traps: Anyone with the Traps skill is proficient in finding and disarming traps. Normally anyone can find a trap by searching, but someone with the Traps skill has a much higher chance. Also, a traps expert can attempt to disarm any trap he finds.

Lockpicking: This is the skill of unlocking locked doors. Some doors cannot be picked, and some are harder to pick than others. Once a door is successfully unlocked with this skill, it may be opened quite easily (unless there is a trap also!). Most locks are specially enchanted so that they will re-lock after a certain amount of time, so don't get yourself stuck anywhere.

Magic: The type and level of magic use the character has. The type of magic 'Mage, Druid, etc...' is self-explanatory. A magic level of 1 indicates minor magical abilities 'i.e.. Priest-1'. A magic level of 2 is average magical skill, and a magic level of 3 shows excellent magical powers. Kai powers are a Mystic's mental powers, and a Mystic will gain new ones as he gets more experienced.

Thievery: Robbing someone is a difficult skill, especially if the foe is not just another mark. Thievery is the ability to steal cash or items (non-equipped) from a character. A successful Thievery attempt will either gain you one item, or a substantial amount of cash from the target's money pouch. Characters with this ability may attempt to rob other users of their hard-earned items and currency. The following commands may be used:
[ROB] [USER]
[ROB] [USER] of [ITEM] or [CURRENCY]

Tracking: Everyone leaves a trail behind them while travelling around, even while sneaking. With this skill, it is possible to track someone wherever he goes. It is quite useful in setting up ambushes, to see if the target has passed nearby recently. This useful skill allows you to follow the trail of another character. When used, the tracking skill will tell you whether or not the character has passed through the room you are in, and what direction he was headed, useful if you are hunting someone, or to find out where someone has been so you can run in the opposite direction!

Extra Magic Resistance: WitchHunters have an increased Magic Resistance due to their intensive training.

No Magic Items: As a result of their vows, WitchHunter can not, and would not ever use magic items.  

Class Related Combat


[ATTACK] [OPPONENT] - Basic attack command. Will attack with whatever weapon is readied. If you are unarmed, you will punch.
[BASH] [OPPONENT] - More powerful attack. Does more damage, but harder to land. Also good for knocking down doors.
[FORCE BACKSTAB] [OPPONENT] - Only allowed if you are successfully hiding or sneaking Easier to land, and does very high damage at higher levels. (BS for short)
[PUNCH] - Basic Mystic attack command.
[KICK] - Slower and less accurate than a punch, but will cause more damage. (Good for martial artists)
[JUMPKICK] - The most devastating martial arts attack. Can be used from the backrank very effectively. Mystics only.
[BREAK] - Will break off autocombat.  

Class Help & Terminology


Type: [HELP] [CLASS NAME] for specific help on a class.

Type: [HELP CLASS POWERS ] for descriptions of the powers assigned to classes.

Type: [HELP CLASS SKILLS1] or [HELP CLASS SKILLS2] for descriptions of the skills assigned to classes.

HP (Hit Points)/level: The number of Hit Points a class gains when going up a level, plus or minus the Health adjustment.

Training - To train to the next level, you must find the appropriate training room for your class. Once you have found it, you may purchase training if you have adequate experience.
After you have been trained, you may use the TRAIN STATS command to redistribute your new CP (Character Points) among your stats.
Silvermere has its laws. Some follow them, some don't. If you are in the latter category, your stay in the realm may be cut short, in more ways than one. There are two main criminal acts in the Realm. Attacking "innocents" (The town doesn't care if you slay a hated person), or stealing from others. Although the latter is more tolerated of course. People will be classified in the following titles, so watch who you trust.

Title - Your title will depend on a combination of your level and your class. As you progress through the game you will learn the meanings of each title.

  • Lawful - Attacking a lawful player will give thrice the evil points.
  • Saint - A true saint, in society and in heart. A rarity in these times.
  • Good - Someone with a noteworthy reputation of lawfulness.
  • Neutral - An average citizen, you will be treated fairly within the realm.
  • Seedy - The dregs of society. Bad deeds done to you will be ignored.
  • Outlaw - Guards will attack you on sight, but will spare your life.
  • Criminal - Same as Outlaw, except that Guards will SLAY you on sight.
  • Villain - Same as Criminal, except that the "Gods" may sometimes intervene.
  • Fiend - The utmost in evil. Don't count on living too long in this state.

Currently, the only way to become a more respected citizen is to wait it off. In cases of Outlaws, etc., your deeds will eventually be forgotten, it is common for an infamous villain to become a well respected townsman after a amount of time. The officials of Silvermere are people of honor and will not be a party to bribery in any form whatsoever.

Quests


Throughout the land, time and again, the quest has and will always be the heart of MajorMUD. Who knows what glories await you at the next turn and what you could be driven to do to survive battle. Killing evil monsters, finding magical items, discovering the secret door, are just the beginning of the world that lies beyond your imagination, the world of MajorMUD.


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