<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://www.coffeemud.net:8080/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tickitok</id>
	<title>CoffeeMud Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://www.coffeemud.net:8080/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tickitok"/>
	<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Special:Contributions/Tickitok"/>
	<updated>2026-06-12T05:41:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Lich&amp;diff=19791</id>
		<title>Lich</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Lich&amp;diff=19791"/>
		<updated>2023-03-15T17:14:14Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceTemplate|Name=Lich|Description=Lichs are the most feared of the skeletal undead.  Although they were a normal race before they died, the decay and corruption makes their former race hard to determine.  Lichs lose some constitution for being dead, but gain charisma for their formidable presence.  In fact, they walk around with a weak aura of fear at all times.  Like other skeletal undead, they take half-damage from piercing or slashing weapons, are never hungry or thirsty, have infravision, stink of grime and decay, take damage from positive healing spells, are healed by negative energy spells, and are immune to poison, mind, gas, paralysis, disease, and negative energy attacks. The most common way to become a lich is to study Necromancy and die.|Statadj=constitution-4, charisma+6, paralysis save+100, save vs gas+100, save vs mind+100, save vs poison+100, save vs undead+100, save vs disease+100, max constitution adj.-4, max charisma adj.+6, save vs pierce+50, save vs slash+50|BonusAbilities=infravision|BonusLanguages=|Immunities=|LifeExpectancy=Forever|Startingequipment=|Qualifyingclasses=[[Apprentice(Commoner)|Appentice]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Artisan(Commoner)|Artisan]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Gaoler(Commoner)|Gaoler]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Cleric(Cleric)|Cleric]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Doomsayer(Cleric)|Doomsayer]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Missionary(Cleric)|Missionary]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Necromancer(Cleric)|Necromancer]]  &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Shaman(Cleric)|Shaman]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Templar(Cleric)|Templar]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Fighter(Fighter)|Fighter]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Barbarian(Fighter)|Barbarian]]  &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Thief(Thief)|Thief]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Arcanist(Thief)|Arcanist]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Assassin(Thief)|Assassin]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Burglar(Thief)|Burglar]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Trapper(Thief)|Trapper]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Minstrel(Bard)|Minstrel]] }}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
*[[Necromancer(Cleric)|Necromancers]] must die while level 30 or higher to become a Lich.&lt;br /&gt;
*As undead, Liches only recover hit point from [[Prayer_HealUndead|Heal Undead]], a level 14 [[Necromancer(Cleric)|Necromancer]] prayer.  This prayer may be available in potion form or from the Necromancer Past Life I achievement.&lt;br /&gt;
*Note, while Liches can become [[Minstrel(Bard)|Minstrel]], they do not qualify for the [[Bard(Bard)|Bard]] class.  In order to become a Minstrel, a Lich must start as an [[Apprentice(Commoner)|Apprentice]], and then TRAIN to become a [[Minstrel(Bard)|Minstrel]].&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Enchanter(Mage)&amp;diff=19540</id>
		<title>Enchanter(Mage)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Enchanter(Mage)&amp;diff=19540"/>
		<updated>2022-08-14T15:24:59Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDMageClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Enchanter}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
Like all mages, enchanter is a powerful and multifaceted class. Thanks to the general spellpool you have access to high burst-damage, a toolbox to cover nearly any situation, and solid spells to overcome a mages natural frailty. One might think that a lack of abjuration would sacrifice that final point, but in my experience this is not the case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In combat, you will, of course, have access to all the powerful damage-dealing nonsense that mage is packed with. Elemental spells ([[Spell_Lightning|Lightning Bolt]], [[Spell_Fireball|Fireball]], [[Spell_ShockingGrasp|Shocking Grasp]], [[Spell_AcidArrow|Acid Arrow]], etc.) all deal significant damage, and are even more devastating when paired with the Weakness to X spells ([[Spell_WeaknessFire|Weakness to Fire]], [[Spell_WeaknessElectricity|Weakness to Electricity]], [[Spell_WeaknessAcid|Weakness to Acid]], etc.). The lack of abjuration spells might seem concerning at first, but an experienced mage player will quickly realize that it isn&#039;t as big an issue as it might appear at first glance. At lower levels, weapon damage is mitigated using spells like [[Spell_Blur|Blur]], [[Spell_Shield|Shield]], and [[Spell_Flameshield|Flameshield]]. At higher levels, those same roles are filled with [[Spell_CombatPrecognition|Combat Precognition]] and [[Spell_ImprovedInvisibility|Improved Invisibility]]. All of which, you&#039;ll notice, are NOT abjuration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furthermore, Enchanter has access to crippling debuffs in [[Spell_Hunger|Endless Hunger]] and [[Spell_Fatigue|Fatigue]] (which will cause even more trouble for enemies), the ability to have long-lasting allies, as their [[Spell_Charm|Charm]] and [[Spell_Enthrall|Enthrall]] spells will last longer due to being an enchanter, a slight edge in all checks against enemies via [[Spell_Advancement|Advancement]], and finally the ability to avoid all damage entirely by [[Spell_Geas|Geas]]ing or [[Spell_Command|Command]]ing their opponent to [[AUTOMELEE|Automelee]] while having automelee toggled off themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That isn&#039;t to say that enchanter is without flaws, however. While the loss of abjuration is not felt against those who use weapons or natural attacks to deal damage, against fellow spellcasters the impact is enormous. Spells that would normally keep a mage safe from other spellcasters are inaccessible to enchanter, creating an immediate imbalance for any enchanter that may face one. [[Spell_MajorGlobe|Greater Globe]], [[Spell_Counterspell|Counterspell]], [[Spell_SpellTurning|Spell Turning]], [[Spell_MindBlock|Mind Block]], [[Spell_SongShield|Song]]/[[Spell_PrayerShield|Prayer]]/[[Spell_ChantShield|Chant]] shields, and all of the Resist X ([[Spell_ResistFire|Resist Fire]], [[Spell_ResistPoison|Resist Poison]], [[Spell_ResistParalyzation|Resist Paralysis]], etc.) spells all gone, leaving the enchanter as defenseless as a fighter, but with FAR less hit points to survive the incoming damage.&lt;br /&gt;
&lt;br /&gt;
Be wary of casters.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Permanency works on all spells with a duration that have been applied by the caster, including ones applied via wands.&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Enchanter(Mage)&amp;diff=19539</id>
		<title>Enchanter(Mage)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Enchanter(Mage)&amp;diff=19539"/>
		<updated>2022-08-14T15:23:30Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDMageClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Enchanter}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
Like all mages, enchanter is a powerful and multifaceted class. Thanks to the general spellpool you have access to high burst-damage, a toolbox to cover nearly any situation, and solid spells to overcome a mages natural frailty. One might think that a lack of abjuration would sacrifice that final point, but in my experience this is not the case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In combat, you will, of course, have access to all the powerful damage-dealing nonsense that mage is packed with. Elemental spells ([[Spell_Lightning|Lightning Bolt]], [[Spell_Fireball|Fireball]], [[Spell_ShockingGrasp|Shocking Grasp]], [[Spell_AcidArrow|Acid Arrow]], etc.) all deal significant damage, and are even more devastating when paired with the Weakness to X spells ([[Spell_WeaknessFire|Weakness to Fire]], [[Spell_WeaknessElectricity|Weakness to Electricity]], [[Spell_WeaknessAcid|Weakness to Acid]], etc.). The lack of abjuration spells might seem concerning at first, but an experienced mage player will quickly realize that it isn&#039;t as big an issue as it might appear at first glance. At lower levels, weapon damage is mitigated using spells like [[Spell_Blur|Blur]], [[Spell_Shield|Shield]], and [[Spell_Flameshield|Flameshield]]. At higher levels, those same roles are filled with [[Spell_CombatPrecognition|Combat Precognition]] and [[Spell_ImprovedInvisibility|Improved Invisibility]]. All of which, you&#039;ll notice, are NOT abjuration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furthermore, Enchanter has access to crippling debuffs in [[Spell_Hunger|Endless Hunger]] and [[Spell_Fatigue|Fatigue]] (which will cause even more trouble for enemies), the ability to have long-lasting allies, as their [[Spell_Charm|Charm]] and [[Spell_Enthrall|Enthrall]] spells will last longer due to being an enchanter, a slight edge in all checks against enemies via [[Spell_Advancement|Advancement]], and finally the ability to avoid all damage entirely by [[Spell_Geas|Geas]]ing or [[Spell_Command|Command]]ing their opponent to [[AUTOMELEE|Automelee]] while having automelee toggled off themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That isn&#039;t to say that enchanter is without flaws, however. While the loss of abjuration is not felt against those who use weapons or natural attacks to deal damage, against fellow spellcasters the impact is enormous. Spells that would normally keep a mage safe from other spellcasters are inaccessible to enchanter, creating an immediate imbalance for any enchanter that may face one. [[Spell_MajorGlobe|Greater Globe]], [[Spell_Counterspell|Counterspell]], [[Spell_SpellTurning|Spell Turning]], [[Spell_MindBlock|Mind Block]], [[Spell_SongShield|Song]]/[[Spell_PrayerShield|Prayer]]/[[Spell_ChantShield|Chant]] shields, and all of the Resist X ([[Spell_ResistFire|Resist Fire]], [[Spell_ResistPoison|Resist Poison]], [[Spell_ResistParalyzation|Resist Paralysis]], etc.) spells all gone, leaving the enchanter as defenseless as a fighter, but with FAR less hit points to survive the incoming damage.&lt;br /&gt;
&lt;br /&gt;
Be wary of casters.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Permanency works on all spells applied by the caster, including ones that have been applied via wands.&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Enchanter(Mage)&amp;diff=19538</id>
		<title>Enchanter(Mage)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Enchanter(Mage)&amp;diff=19538"/>
		<updated>2022-08-14T15:18:25Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDMageClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Enchanter}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
Like all mages, enchanter is a powerful and multifaceted class. Thanks to the general spellpool you have access to high burst-damage, a toolbox to cover nearly any situation, and solid spells to overcome a mages natural frailty. One might think that a lack of abjuration would sacrifice that final point, but in my experience this is not the case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In combat, you will, of course, have access to all the powerful damage-dealing nonsense that mage is packed with. Elemental spells ([[Spell_Lightning|Lightning Bolt]], [[Spell_Fireball|Fireball]], [[Spell_ShockingGrasp|Shocking Grasp]], [[Spell_AcidArrow|Acid Arrow]], etc.) all deal significant damage, and are even more devastating when paired with the Weakness to X spells ([[Spell_WeaknessFire|Weakness to Fire]], [[Spell_WeaknessElectricity|Weakness to Electricity]], [[Spell_WeaknessAcid|Weakness to Acid]], etc.). The lack of abjuration spells might seem concerning at first, but an experienced mage player will quickly realize that it isn&#039;t as big an issue as it might appear at first glance. At lower levels, weapon damage is mitigated using spells like [[Spell_Blur|Blur]], [[Spell_Shield|Shield]], and [[Spell_Flameshield|Flameshield]]. At higher levels, those same roles are filled with [[Spell_CombatPrecognition|Combat Precognition]] and [[Spell_ImprovedInvisibility|Improved Invisibility]]. All of which, you&#039;ll notice, are NOT abjuration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furthermore, Enchanter has access to crippling debuffs in [[Spell_Hunger|Endless Hunger]] and [[Spell_Fatigue|Fatigue]] (which will cause even more trouble for enemies), the ability to have long-lasting allies, as their [[Spell_Charm|Charm]] and [[Spell_Enthrall|Enthrall]] spells will last longer due to being an enchanter, a slight edge in all checks against enemies via [[Spell_Advancement|Advancement]], and finally the ability to avoid all damage entirely by [[Spell_Geas|Geas]]ing or [[Spell_Command|Command]]ing their opponent to [[AUTOMELEE|Automelee]] while having automelee toggled off themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That isn&#039;t to say that enchanter is without flaws, however. While the loss of abjuration is not felt against those who use weapons or natural attacks to deal damage, against fellow spellcasters the impact is enormous. Spells that would normally keep a mage safe from other spellcasters are inaccessible to enchanter, creating an immediate imbalance for any enchanter that may face one. [[Spell_MajorGlobe|Greater Globe]], [[Spell_Counterspell|Counterspell]], [[Spell_SpellTurning|Spell Turning]], [[Spell_MindBlock|Mind Block]], [[Spell_SongShield|Song]]/[[Spell_PrayerShield|Prayer]]/[[Spell_ChantShield|Chant]] shields, and all of the Resist X ([[Spell_ResistFire|Resist Fire]], [[Spell_ResistPoison|Resist Poison]], [[Spell_ResistParalyzation|Resist Paralysis]], etc.) spells all gone, leaving the enchanter as defenseless as a fighter, but with FAR less hit points to survive the incoming damage.&lt;br /&gt;
&lt;br /&gt;
Be wary of casters.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Enchanter(Mage)&amp;diff=19537</id>
		<title>Enchanter(Mage)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Enchanter(Mage)&amp;diff=19537"/>
		<updated>2022-08-14T15:17:59Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDMageClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Enchanter}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
Like all mages, enchanter is a powerful and multifaceted class. Thanks to the general spellpool you have access to high burst-damage, a toolbox to cover nearly any situation, and solid spells to overcome a mages natural frailty. One might think that a lack of abjuration would sacrifice that final point, but in my experience this is not the case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In combat, you will, of course, have access to all the powerful damage-dealing nonsense that mage is packed with. Elemental spells ([[Spell_LightningBolt|Lightning Bolt]], [[Spell_Fireball|Fireball]], [[Spell_ShockingGrasp|Shocking Grasp]], [[Spell_AcidArrow|Acid Arrow]], etc.) all deal significant damage, and are even more devastating when paired with the Weakness to X spells ([[Spell_WeaknessFire|Weakness to Fire]], [[Spell_WeaknessElectricity|Weakness to Electricity]], [[Spell_WeaknessAcid|Weakness to Acid]], etc.). The lack of abjuration spells might seem concerning at first, but an experienced mage player will quickly realize that it isn&#039;t as big an issue as it might appear at first glance. At lower levels, weapon damage is mitigated using spells like [[Spell_Blur|Blur]], [[Spell_Shield|Shield]], and [[Spell_Flameshield|Flameshield]]. At higher levels, those same roles are filled with [[Spell_CombatPrecognition|Combat Precognition]] and [[Spell_ImprovedInvisibility|Improved Invisibility]]. All of which, you&#039;ll notice, are NOT abjuration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furthermore, Enchanter has access to crippling debuffs in [[Spell_Hunger|Endless Hunger]] and [[Spell_Fatigue|Fatigue]] (which will cause even more trouble for enemies), the ability to have long-lasting allies, as their [[Spell_Charm|Charm]] and [[Spell_Enthrall|Enthrall]] spells will last longer due to being an enchanter, a slight edge in all checks against enemies via [[Spell_Advancement|Advancement]], and finally the ability to avoid all damage entirely by [[Spell_Geas|Geas]]ing or [[Spell_Command|Command]]ing their opponent to [[AUTOMELEE|Automelee]] while having automelee toggled off themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That isn&#039;t to say that enchanter is without flaws, however. While the loss of abjuration is not felt against those who use weapons or natural attacks to deal damage, against fellow spellcasters the impact is enormous. Spells that would normally keep a mage safe from other spellcasters are inaccessible to enchanter, creating an immediate imbalance for any enchanter that may face one. [[Spell_MajorGlobe|Greater Globe]], [[Spell_Counterspell|Counterspell]], [[Spell_SpellTurning|Spell Turning]], [[Spell_MindBlock|Mind Block]], [[Spell_SongShield|Song]]/[[Spell_PrayerShield|Prayer]]/[[Spell_ChantShield|Chant]] shields, and all of the Resist X ([[Spell_ResistFire|Resist Fire]], [[Spell_ResistPoison|Resist Poison]], [[Spell_ResistParalyzation|Resist Paralysis]], etc.) spells all gone, leaving the enchanter as defenseless as a fighter, but with FAR less hit points to survive the incoming damage.&lt;br /&gt;
&lt;br /&gt;
Be wary of casters.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Enchanter(Mage)&amp;diff=19536</id>
		<title>Enchanter(Mage)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Enchanter(Mage)&amp;diff=19536"/>
		<updated>2022-08-14T15:15:27Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDMageClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Enchanter}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
Like all mages, enchanter is a powerful and multifaceted class. Thanks to the general spellpool you have access to high burst-damage, a toolbox to cover nearly any situation, and solid spells to overcome a mages natural frailty. One might think that a lack of abjuration would sacrifice that final point, but in my experience this is not the case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In combat, you will, of course, have access to all the powerful damage-dealing nonsense that mage is packed with. Elemental spells ([[Spell_LightningBolt|Lightning Bolt]], [[Spell_Fireball|Fireball]], [[Spell_ShockingGrasp|Shocking Grasp]], [[Spell_AcidArrow|Acid Arrow]], etc.) all deal significant damage, and are even more devastating when paired with the Weakness to X spells ([[Spell_WeaknessFire|Weakness to Fire]], [[Spell_WeaknessElectricity|Weakness to Electricity]], [[Spell_WeaknessAcid|Weakness to Acid]], etc.). The lack of abjuration spells might seem concerning at first, but an experienced mage player will quickly realize that it isn&#039;t as big an issue as it might appear at first glance. At lower levels, weapon damage is mitigated using spells like [[Spell_Blur|Blur]], [[Spell_Shield|Shield]], and [[Spell_Flameshield|Flameshield]]. At higher levels, those same roles are filled with [[Spell_CombatPrecognition|Combat Precognition]] and [[Spell_ImprovedInvisibility|Improved Invisibility]]. All of which, you&#039;ll notice, are NOT abjuration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furthermore, Enchanter has access to crippling debuffs in [[Spell_EndlessHunger|Endless Hunger]] and [[Spell_Fatigue|Fatigue]] (which will cause even more trouble for enemies), the ability to have long-lasting allies, as their [[Spell_Charm|Charm]] and [[Spell_Enthrall|Enthrall]] spells will last longer due to being an enchanter, a slight edge in all checks against enemies via [[Spell_Advancement|Advancement]], and finally the ability to avoid all damage entirely by [[Spell_Geas|Geas]]ing or [[Spell_Command|Command]]ing their opponent to [[AUTOMELEE|Automelee]] while having automelee toggled off themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That isn&#039;t to say that enchanter is without flaws, however. While the loss of abjuration is not felt against those who use weapons or natural attacks to deal damage, against fellow spellcasters the impact is enormous. Spells that would normally keep a mage safe from other spellcasters are inaccessible to enchanter, creating an immediate imbalance for any enchanter that may face one. [[Spell_GreaterGlobe|Greater Globe]], [[Spell_CounterSpell|Counterspell]], [[Spell_SpellTurning|Spell Turning]], [[Spell_MindBlock|Mind Block]], [[Spell_SongShield|Song]]/[[Spell_PrayerShield|Prayer]]/[[Spell_ChantShield|Chant]] shields, and all of the Resist X ([[Spell_ResistFire|Resist Fire]], [[Spell_ResistPoison|Resist Poison]], [[Spell_ResistParalysis|Resist Paralysis]], etc.) spells all gone, leaving the enchanter as defenseless as a fighter, but with FAR less hit points to survive the incoming damage.&lt;br /&gt;
&lt;br /&gt;
Be wary of casters.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Enchanter(Mage)&amp;diff=19535</id>
		<title>Enchanter(Mage)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Enchanter(Mage)&amp;diff=19535"/>
		<updated>2022-08-14T14:58:51Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDMageClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Enchanter}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
Like all mages, enchanter is a powerful and multifaceted class. Thanks to the general spellpool you have access to high burst-damage, a toolbox to cover nearly any situation, and solid spells to overcome a mages natural frailty. One might think that a lack of abjuration would sacrifice that final point, but in my experience this is not the case.&lt;br /&gt;
In combat, you will, of course, have access to all the powerful damage-dealing nonsense that mage is packed with. Elemental spells (lightning bolt, fireball, shocking grasp, acid arrow, etc.) all deal significant damage, and are even more devastating when paired with the Weakness to X spells (Weakness to Fire, Weakness to Electricity, Weakness to Acid, etc.). The lack of abjuration spells might seem concerning at first, but an experienced mage player will quickly realize that it isn&#039;t as big an issue as it might appear at first glance. At lower levels, weapon damage is mitigated using spells like blur, shield, and flameshield. At higher levels, those same roles are filled with Combat Precognition and Improved Invisibility. All of which, you&#039;ll notice, are NOT abjuration.&lt;br /&gt;
Furthermore, Enchanter has access to crippling debuffs in Endless Hunger and Fatigue (which will cause even more trouble for their enemies), the ability to have long-lasting allies, as their Charm and Enthrall spells will last longer due to being an enchanter, a slight edge in all checks against enemies via Advancement, and finally the ability to avoid all damage entirely by Geasing or Commanding their opponent to automelee while having automelee toggled themself.&lt;br /&gt;
That isn&#039;t to say that enchanter is without flaws, however. While the loss of abjuration is not felt against those who use weapons or natural attacks to deal damage, against fellow spellcasters the impact is enormous. Spells that would normally keep a mage safe from other spellcasters are inaccessible to enchanter, creating an immediate imbalance for any enchanter that may face one. Greater Globe, Counterspell, Spell Turning, Mind Block, Song/Prayer/Chant shields, and all of the Resist X spells all gone, leaving the enchanter as defenseless as a fighter, but with FAR less hit points to survive the incoming damage.&lt;br /&gt;
Be wary of casters.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Cleric_Remort_Achievements_(AccountCoffeeMUD)&amp;diff=19450</id>
		<title>Cleric Remort Achievements (AccountCoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Cleric_Remort_Achievements_(AccountCoffeeMUD)&amp;diff=19450"/>
		<updated>2022-08-07T15:22:03Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* Cleric Remort Achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OCMAchievementTOC}}&lt;br /&gt;
&lt;br /&gt;
=Cleric Remort Achievements= &lt;br /&gt;
When a character of level 61 or higher uses the REMORT command, they gain an achievement based on the classes and levels in those classes that they have at the instance before REMORTing. Remort achievements are numbered to display how many times a character must remort at or above the level requirement to gain that achievement (and the associated benefits). All Remort benefits are cumulative, so a level 90 character with 60 levels of cleric and 30 levels of healer would gain a cleric 30 remort achievement, a cleric 60 remort achievement and a healer 30 remort achievement. Remorting a subsequent time in the same class would increment the &amp;quot;Past Life&amp;quot; number, so a player will receive the benefits of &amp;quot;Past Life II&amp;quot; on the next REMORT after receiving the Past Life I achievement  from a particular class.  The bonuses from each of those achievements are also cumulative, so if two achievements each offer a Armor +2 bonus, then all subsequent characters on the account would gain Armor +4. Skills and Expertises are granted for free at the level indicated in the &amp;quot;Rcv Lvl&amp;quot; column.  Skills gained this way begin with a 0% starting proficiency. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot; border=1px&lt;br /&gt;
|-&lt;br /&gt;
!  width=&amp;quot;125&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Achievement&lt;br /&gt;
!  width=&amp;quot;50&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Min Remort Lvl&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Cleric&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Doomsayer&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Healer&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Missionary&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Necromancer&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Oracle&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Purist&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Shaman&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Templar&lt;br /&gt;
!  width=&amp;quot;25&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Rcv Lvl&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life I&lt;br /&gt;
|  30&lt;br /&gt;
|  Armor +2&lt;br /&gt;
|  Armor +2&lt;br /&gt;
|  Armor +2&lt;br /&gt;
|  Armor +2&lt;br /&gt;
|  Heal Undead&lt;br /&gt;
|  Armor +2&lt;br /&gt;
|  Armor +2&lt;br /&gt;
|  Armor +2&lt;br /&gt;
|  Armor +2&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life II&lt;br /&gt;
|  30&lt;br /&gt;
|  Blessing I&lt;br /&gt;
|  Vexing I&lt;br /&gt;
|  Healing I&lt;br /&gt;
|  Evangelist I&lt;br /&gt;
|  Deathlore I&lt;br /&gt;
|  Commune I&lt;br /&gt;
|  Creation I&lt;br /&gt;
|  Blunt Bashing I&lt;br /&gt;
|  Martial I&lt;br /&gt;
|  3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life III&lt;br /&gt;
|  30&lt;br /&gt;
|  Sacrifice&lt;br /&gt;
|  Cause Fatigue&lt;br /&gt;
|  Remove Death Mark&lt;br /&gt;
|  Convert&lt;br /&gt;
|  [[Prayer_AnimateSkeleton|Animate Skeleton]]&lt;br /&gt;
|  Sense Alignment&lt;br /&gt;
|  Righteous Indignation&lt;br /&gt;
|  Earth Shield&lt;br /&gt;
|  Unholy Armament&lt;br /&gt;
|  5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life IV&lt;br /&gt;
|  30&lt;br /&gt;
|  Alert I&lt;br /&gt;
|  Cursing I&lt;br /&gt;
|  Restoring I&lt;br /&gt;
|  Holy Protection I&lt;br /&gt;
|  Bone Lore I&lt;br /&gt;
|  Blunt Striking I&lt;br /&gt;
|  Warding I&lt;br /&gt;
|  Terralist I&lt;br /&gt;
|  Corruption I&lt;br /&gt;
|  7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life V&lt;br /&gt;
|  30&lt;br /&gt;
|  Cure Disease&lt;br /&gt;
|  Plague&lt;br /&gt;
|  Cure Critical&lt;br /&gt;
|  Remove Poison&lt;br /&gt;
|  [[Skill_ControlUndead|Control Undead]]&lt;br /&gt;
|  Prophecy&lt;br /&gt;
|  Fountain of Life&lt;br /&gt;
|  Sanctum&lt;br /&gt;
|  Blood Hearth&lt;br /&gt;
|  9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life VI&lt;br /&gt;
|  30&lt;br /&gt;
|  Blunt Focus I&lt;br /&gt;
|  Ignalist I&lt;br /&gt;
|  Shield Use I&lt;br /&gt;
|  Airelist I&lt;br /&gt;
|  [[Prayer_FeedTheDead|Feed the Dead]]&lt;br /&gt;
|  Commune II&lt;br /&gt;
|  Aqualist I&lt;br /&gt;
|  Neutralizing I&lt;br /&gt;
|  [[Prayer_MorphUnholyWeapon|Morph Unholy Weapon]]&lt;br /&gt;
|  11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Savant Past Life I&lt;br /&gt;
|  60&lt;br /&gt;
|  10% Resist Paralysis&lt;br /&gt;
|  10% Resist Gas&lt;br /&gt;
|  10% Resist Water&lt;br /&gt;
|  10% Resist Electricity&lt;br /&gt;
|  10% Resist Undead&lt;br /&gt;
|  10% Resist Mind&lt;br /&gt;
|  10% Resist Cold&lt;br /&gt;
|  10% Resist Acid&lt;br /&gt;
|  10% Resist Electricity&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Savant Past Life II&lt;br /&gt;
|  60&lt;br /&gt;
|  Wisdom +1&lt;br /&gt;
|  Wisdom +1&lt;br /&gt;
|  Wisdom +1&lt;br /&gt;
|  Wisdom +1&lt;br /&gt;
|  Wisdom +1&lt;br /&gt;
|  Wisdom +1&lt;br /&gt;
|  Wisdom +1&lt;br /&gt;
|  Wisdom +1&lt;br /&gt;
|  Wisdom +1&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Prodigal Past Life I&lt;br /&gt;
|  90&lt;br /&gt;
|  Armor +5&lt;br /&gt;
|  Armor +5&lt;br /&gt;
|  Armor +5&lt;br /&gt;
|  Armor +5&lt;br /&gt;
|  Armor +5&lt;br /&gt;
|  Armor +5&lt;br /&gt;
|  Armor +5&lt;br /&gt;
|  Armor +5&lt;br /&gt;
|  Armor +5&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Prodigal Past Life II&lt;br /&gt;
|  90&lt;br /&gt;
|  Maximum Wisdom +1&lt;br /&gt;
|  Maximum Wisdom +1&lt;br /&gt;
|  Maximum Wisdom +1&lt;br /&gt;
|  Maximum Wisdom +1&lt;br /&gt;
|  Maximum Wisdom +1&lt;br /&gt;
|  Maximum Wisdom +1&lt;br /&gt;
|  Maximum Wisdom +1&lt;br /&gt;
|  Maximum Wisdom +1&lt;br /&gt;
|  Maximum Wisdom +1&lt;br /&gt;
|  1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*[[Prayer_HealUndead|Heal Undead]] is an evil-aligned prayer.  As such, a Necromancer that remorts as an undead should avoid becoming any good cleric or cleric subclass, which will fail to cast evil-aligned prayers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Title]]&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Mage(Mage)&amp;diff=18729</id>
		<title>Mage(Mage)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Mage(Mage)&amp;diff=18729"/>
		<updated>2022-01-24T14:35:53Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDMageClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Mage}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
I will preface everything by stating that this is all written from the viewpoint of a single person. For some context, I am Tickitok, at time of writing I have played CoffeeMud for about 7 years give or take, and in that time I have primarily played Mage and its subclasses. That being said, I am not anywhere close to the ultimate authority on how to play mage, nor do I feel at all qualified to properly handle all the minutia that comes with such. Mostly, I am writing this because there was literally no text under the How to Play section for mage, and that seems tragic to me.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, let&#039;s start with the basics. Right from the start, the mage class begins with a couple powerful spells and too little mana to properly use them. Keep in mind that ability costs, such as mana costs and movement costs, begin high at the level they are available and taper to a more reasonable amount with later levels. In this instance, a new mage will find it difficult to cast their two most powerful spells at level 1, those being [[Spell_MagicMissile|MAGIC MISSILE]] and [[Spell_Shield|SHIELD]]. If your Mud has certain features enabled and default stats, a mage will be completely and utterly unable to even cast magic missile twice in a row, so a young mage needs to learn to be crafty with how they approach combat.&lt;br /&gt;
&lt;br /&gt;
First, there are ways to gain more mana before you even gain your first level, as well as several other advantages that one can leverage before combat. Using train, a character can increase their intelligence which will allow them to gain much more mana in the long run, or if they&#039;re particularly desperate, they can train their mana directly. I don&#039;t recommend training your mana in most cases, as the rate for 1 train is only 20 mana, which is awful, but it is useful to know that it is an... option. Another option one can consider is joining a clan. Many clans have bonuses to mana and damage and other such things. An important thing to note here is that you gain the bonuses even if you are merely an applicant, so if interacting with others isn&#039;t your thing, you can still apply to an inactive clan that has the bonuses you&#039;re looking for and leave once you have enough mana at a later time. Another idea is to spend points in character creation on dexterity and strength so that your character&#039;s melee damage is more reliable, although this does mean that you won&#039;t have as many points in wisdom or intelligence which should both be maxed as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Second, during combat at higher levels, a mage should always pay attention to the spells that allow them to avoid damage entirely, or to end the fight quickly. Mages have low health, but is the best at dealing large amounts of damage on command, and has by far the best tools for handling opponents. Spells like [[Spell_Shield|SHIELD]], [[Spell_Blur|BLUR]], [[Spell_MageArmor|MAGE ARMOR]],  and [[Spell_Flameshield|FLAMESHIELD]] are options that help increase your armor and stay reliable even in later levels. Speaking of which, at higher levels spells like [[Spell_Hold|HOLD]], [[Spell_Nightmare|NIGHTMARE]], and [[Spell_TimeStop|TIME STOP]] can keep you from taking damage entirely.&lt;br /&gt;
&lt;br /&gt;
As for damage, what most mages, and myself, agree is the best option is to use one of the many &#039;Weakness to&#039; spells ([[Spell_WeaknessGas|WEAKNESS TO GAS]], [[Spell_WeaknessAcid|WEAKNESS TO ACID]], [[Spell_WeaknessCold|WEAKNESS TO COLD]], [[Spell_WeaknessElectricity|WEAKNESS TO ELECTRICITY]], [[Spell_WeaknessFire|WEAKNESS TO FIRE]]) and then use a spell of the corresponding element. For example, using [[Spell_WeaknessAcid|WEAKNESS TO ACID]] followed by [[Spell_AcidArrow|ACID ARROW]]. This does a LOT of damage to most targets, and because of the relatively small amount of setup compared to other classes, allows you to level quite quickly.&lt;br /&gt;
&lt;br /&gt;
A few further tips for fighting mobs: extend your battles beyond combat, use as many buffs as is practical, and keep in mind that mobs have similar mechanics to player characters. I&#039;ll go over these in more detail. Mages have very little health, but this point is moot if you are wise about how you go about combat. A practiced player will sometimes learn that players can regenerate faster than mobs by sleeping in between battles, meaning you can flee before death and come back later to finish the mob while they&#039;re wounded. An experienced player, however, knows that ranged spells don&#039;t immediately initiate combat. It takes a small bit of time before the tick ends and the system places you both in combat, which leaves the player with a window, a very narrow window mind you, of time to leave the room before combat begins. [[Spell_ReverseGravity|REVERSE GRAVITY]] helps with this as it flings your target up into the air, and thus out of the room, ending combat and giving you time to heal. These ideas allow you to extend battles beyond combat.&lt;br /&gt;
&lt;br /&gt;
&#039;Use as many buffs as is practical&#039; is rather self-explanatory. There&#039;s a large spell list, and I do NOT have nearly enough space here to talk about each of them. Keep in mind that nearly all are good, some are better, and that ultimately the choices you make are yours. You might not have enough mana to regularly cast all of your buffs while solo, so if you play solo, it might help to shorten the list of spells you apply to yourself.&lt;br /&gt;
&lt;br /&gt;
Finally, keep in mind that all mobs follow most of the rules that you do as a player. I know it seems obvious once it&#039;s stated, but you have no idea how much this applies to, and how little people regularly apply this knowledge. For instance, did you know that mobs also have their own set of Autos for them to toggle? (For those who don&#039;t know what Autos are, type &#039;Config&#039; sometime while you&#039;re on the mud. Each of those flags have a help file and are quite useful to know) This knowledge seems innocent enough until you realize that Automelee is one of those Autos, meaning that if you can control them you can toggle on or off whether they engage in melee combat, and [[Spell_Geas|GEAS]] can allow you to do just that. There are many more applications like this, and many more applications that have yet to be discovered, so be creative!&lt;br /&gt;
&lt;br /&gt;
&#039;But what if I have to fight a player!&#039;, I hear some say. Fear not! The mage comes prebuilt with some of the most powerful PVP abilities in the game. First off, it goes without saying that spells like [[Spell_Geas|GEAS]], [[Spell_Nightmare|NIGHTMARE]], [[Spell_TimeStop|TIME STOP]], and [[Spell_Haste|HASTE]] are very useful against other players, these spells are perhaps some of the most powerful abilities in the game, bar only a few. But! Mages have a few more tricks up their sleeve in case these don&#039;t work! [[Spell_Mute|MUTE]] and [[Spell_Silence|SILENCE]] can keep most magic at bay. Silence being the stranger of the two, as it affects the room, and thus can&#039;t be resisted. Even if you yourself are somehow unable to cast verbal spells, there are quite a number of non-verbal spells, although I&#039;ll be honest, I&#039;ve no idea which. [[Spell_HeatMetal|HEAT METAL]] is great for dealing with heavily armored opponents, [[Spell_Tourettes|TOURETTES]] can make bards swear both in-game and out, [[Spell_Delude|DELUDE]] is just... a really nasty thing to do to Druids or Clerics, [[Spell_DetectHidden|DETECT HIDDEN]] makes most of the Thief class&#039; abilities entirely invalid until level 30, and barring all of that, you can always just [[Spell_ImprovedPolymorph|IMPROVED POLYMORPH]] them into something harmless. Like a cat, or maybe a flower. Flowers are nice.&lt;br /&gt;
&lt;br /&gt;
I could also go into all of the utility spells and ease of life spells that Mage has, but that would take FAR too long, so let me just sum things up here. Mage is a powerful class, and by extension its subclasses as well. This power comes at a cost, though, and early on in a Mage&#039;s career they might find it difficult if they don&#039;t get creative. So, get Creative! You have the power of the cosmos at your whim, if you only know how to apply your knowledge. The beautiful thing about this class is that it gives you so many tools to use, but it&#039;s ultimately up to you to use these tools. I&#039;ve made many recommendations, but the truth of the matter is that there are just SO many things that you can do, that it&#039;s difficult to describe exactly HOW to play. I&#039;ve tried to give you ideas, but these are honestly just pieces of the puzzle. How the big picture looks is up to you.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Mage(Mage)&amp;diff=18728</id>
		<title>Mage(Mage)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Mage(Mage)&amp;diff=18728"/>
		<updated>2022-01-24T14:30:20Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDMageClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Mage}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
I will preface everything by stating that this is all written from the viewpoint of a single person. For some context, I am Tickitok, at time of writing I have played CoffeeMud for about 7 years give or take, and in that time I have primarily played Mage and its subclasses. That being said, I am not anywhere close to the ultimate authority on how to play mage, nor do I feel at all qualified to properly handle all the minutia that comes with such. Mostly, I am writing this because there was literally no text under the How to Play section for mage, and that seems tragic to me.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, let&#039;s start with the basics. Right from the start, the mage class begins with a couple powerful spells and too little mana to properly use them. Keep in mind that ability costs, such as mana costs and movement costs, begin high at the level they are available and taper to a more reasonable amount with later levels. In this instance, a new mage will find it difficult to cast their two most powerful spells at level 1, those being [[Spell_MagicMissile|MAGIC MISSILE]] and [[Spell_Shield|SHIELD]]. If your Mud has certain features enabled and default stats, a mage will be completely and utterly unable to even cast magic missile twice in a row, so a young mage needs to learn to be crafty with how they approach combat.&lt;br /&gt;
&lt;br /&gt;
First, there are ways to gain more mana before you even gain your first level, as well as several other advantages that one can leverage before combat. Using train, a character can increase their intelligence which will allow them to gain much more mana in the long run, or if they&#039;re particularly desperate, they can train their mana directly. I don&#039;t recommend training your mana in most cases, as the rate for 1 train is only 20 mana, which is awful, but it is useful to know that it is an... option. Another option one can consider is joining a clan. Many clans have bonuses to mana and damage and other such things. An important thing to note here is that you gain the bonuses even if you are merely an applicant, so if interacting with others isn&#039;t your thing, you can still apply to an inactive clan that has the bonuses you&#039;re looking for and leave once you have enough mana at a later time. Another idea is to spend points in character creation on dexterity and strength so that your character&#039;s melee damage is more reliable, although this does mean that you won&#039;t have as many points in wisdom or intelligence which should both be maxed as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Second, during combat at higher levels, a mage should always pay attention to the spells that allow them to avoid damage entirely, or to end the fight quickly. Mages have low health, but is the best at dealing large amounts of damage on command, and has by far the best tools for handling opponents. Spells like [[Spell_Shield|SHIELD]], [[Spell_Blur|BLUR]], [[Spell_MageArmor|MAGE ARMOR]],  and [[Spell_Flameshield|FLAMESHIELD]] are options that help increase your armor and stay reliable even in later levels. Speaking of which, at higher levels spells like [[Spell_Hold|HOLD]], [[Spell_Nightmare|NIGHTMARE]], and [[Spell_TimeStop|TIME STOP]] can keep you from taking damage entirely.&lt;br /&gt;
&lt;br /&gt;
As for damage, what most mages, and myself, agree is the best option is to use one of the many &#039;Weakness to&#039; spells ([[Spell_WeaknessGas|WEAKNESS TO GAS]], [[Spell_WeaknessAcid|WEAKNESS TO ACID]], [[Spell_WeaknessCold|WEAKNESS TO COLD]], [[Spell_WeaknessElectricity|WEAKNESS TO ELECTRICITY]], [[Spell_WeaknessFire|WEAKNESS TO FIRE]]) and then use a spell of the corresponding element. For example, using [[Spell_WeaknessAcid|WEAKNESS TO ACID]] followed by [[Spell_AcidArrow|ACID ARROW]]. This does a LOT of damage to most targets, and because of the relatively small amount of setup compared to other classes, allows you to level quite quickly.&lt;br /&gt;
&lt;br /&gt;
A few further tips for fighting mobs: extend your battles beyond combat, use as many buffs as is practical, and keep in mind that mobs have similar mechanics to player characters. I&#039;ll go over these in more detail. Mages have very little health, but this point is moot if you are wise about how you go about combat. A practiced player will sometimes learn that players can regenerate faster than mobs by sleeping in between battles, meaning you can flee before death and come back later to finish the mob while they&#039;re wounded. An experienced player, however, knows that ranged spells don&#039;t immediately initiate combat. It takes a small bit of time before the tick ends and the system places you both in combat, which leaves the player with a window, a very narrow window mind you, of time to leave the room before combat begins. [[Spell_ReverseGravity|REVERSE GRAVITY]] helps with this as it flings your target up into the air, and thus out of the room, ending combat and giving you time to heal. These ideas allow you to extend battles beyond combat.&lt;br /&gt;
&lt;br /&gt;
&#039;Use as many buffs as is practical&#039; is rather self-explanatory. There&#039;s a large spell list, and I do NOT have nearly enough space here to talk about each of them. Keep in mind that nearly all are good, some are better, and that ultimately the choices you make are yours. You might not have enough mana to regularly cast all of your buffs while solo, so if you play solo, it might help to shorten the list of spells you apply to yourself.&lt;br /&gt;
&lt;br /&gt;
Finally, keep in mind that all mobs follow most of the rules that you do as a player. I know it seems obvious once it&#039;s stated, but you have no idea how much this applies to, and how little people regularly apply this knowledge. For instance, did you know that mobs also have their own set of Autos for them to toggle? (For those who don&#039;t know what Autos are, type &#039;Config&#039; sometime while you&#039;re on the mud. Each of those flags have a help file and are quite useful to know) This knowledge seems innocent enough until you realize that Automelee is one of those Autos, meaning that if you can control them you can toggle on or off whether they engage in melee combat, and [[Spell_Geas|GEAS]] can allow you to do just that. There are many more applications like this, and many more applications that have yet to be discovered, so be creative!&lt;br /&gt;
&lt;br /&gt;
&#039;But what if I have to fight a player!&#039;, I hear some say. Fear not! The mage comes prebuilt with some of the most powerful PVP abilities in the game. First off, it goes without saying that spells like [[Spell_Geas|GEAS]], [[Spell_Nightmare|NIGHTMARE]], [[Spell_TimeStop|TIME STOP]], and [[Spell_Haste|HASTE]] are very useful against other players, these spells are perhaps some of the most powerful abilities in the game, bar only a few. But! Mages have a few more tricks up their sleeve in case these don&#039;t work! [[Spell_Mute|MUTE]] and [[Spell_Silence|SILENCE]] can keep most magic at bay. Silence being the stranger of the two, as it affects the room, and thus can&#039;t be resisted. Even if you yourself are somehow unable to cast verbal spells, there are quite a number of non-verbal spells, although I&#039;ll be honest, I&#039;ve no idea which. [[Spell_HeatMetal|HEAT METAL]] is great for dealing with heavily armored opponents, [[Spell_Tourettes|TOURETTES]] can make bards swear both in-game and out, [[Spell_Delude|DELUDE]] is just... a really nasty thing to do to Druids or Clerics, [[Spell_DetectHidden|DETECT HIDDEN]] makes most of the Thief class&#039; abilities entirely invalid until level 30, and barring all of that, you can always just [[Spell_ImprovedPolymorph|IMPROVED POLYMORPH]] them into something harmless. Like a cat, or maybe a flower. Flowers are nice.&lt;br /&gt;
&lt;br /&gt;
I could also go into all of the utility spells and ease of life spells that Mage has, but that would take FAR too long, so let me just sum things up here. Mage is a powerful class, and by extension its subclasses as well. This power comes at a cost, though, and early on in a Mage&#039;s career they might find it difficult if they don&#039;t get creative. So, get Creative! You have the power of the cosmos at your wim, if you only know how to apply your knowledge. The beautiful thing about this class is that it gives you so many tools to use, but it&#039;s ultimately up to you to use these tools. I&#039;ve made many recommendations, but the truth of the matter is that there are just SO many things that you can do, that it&#039;s difficult to describe exactly HOW to play. I&#039;ve tried to give you ideas, but these are honestly just pieces of the puzzle. How the big picture looks is up to you.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Mage(Mage)&amp;diff=18727</id>
		<title>Mage(Mage)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Mage(Mage)&amp;diff=18727"/>
		<updated>2022-01-24T13:55:33Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDMageClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Mage}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
I will preface everything by stating that this is all written from the viewpoint of a single person. For some context, I am Tickitok, at time of writing I have played CoffeeMud for about 7 years give or take, and in that time I have primarily played Mage and its subclasses. That being said, I am not anywhere close to the ultimate authority on how to play mage, nor do I feel at all qualified to properly handle all the minutia that comes with such. Mostly, I am writing this because there was literally no text under the How to Play section for mage, and that seems tragic to me.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, let&#039;s start with the basics. Right from the start, the mage class begins with a couple powerful spells and too little mana to properly use them. Keep in mind that ability costs, such as mana costs and movement costs, begin high at the level they are available and taper to a more reasonable amount with later levels. In this instance, a new mage will find it difficult to cast their two most powerful spells at level 1, those being [[Spell_MagicMissile|MAGIC MISSILE]] and [[Spell_Shield|SHIELD]]. If your Mud has certain features enabled and default stats, a mage will be completely and utterly unable to even cast magic missile twice in a row, so a young mage needs to learn to be crafty with how they approach combat.&lt;br /&gt;
&lt;br /&gt;
First, there are ways to gain more mana before you even gain your first level, as well as several other advantages that one can leverage before combat. Using train, a character can increase their intelligence which will allow them to gain much more mana in the long run, or if they&#039;re particularly desperate, they can train their mana directly. I don&#039;t recommend training your mana in most cases, as the rate for 1 train is only 20 mana, which is awful, but it is useful to know that it is an... option. Another option one can consider is joining a clan. Many clans have bonuses to mana and damage and other such things. An important thing to note here is that you gain the bonuses even if you are merely an applicant, so if interacting with others isn&#039;t your thing, you can still apply to an inactive clan that has the bonuses you&#039;re looking for and leave once you have enough mana at a later time. Another idea is to spend points in character creation on dexterity and strength so that your character&#039;s melee damage is more reliable, although this does mean that you won&#039;t have as many points in wisdom or intelligence which should both be maxed as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Second, during combat at higher levels, a mage should always pay attention to the spells that allow them to avoid damage entirely, or to end the fight quickly. Mages have low health, but is the best at dealing large amounts of damage on command, and has by far the best tools for handling opponents. Spells like [[Spell_Shield|SHIELD]], [[Spell_Blur|BLUR]], [[Spell_MageArmor|MAGE ARMOR]],  and [[Spell_Flameshield|FLAMESHIELD]] are options that help increase your armor and stay reliable even in later levels. Speaking of which, at higher levels spells like [[Spell_Hold|HOLD]], [[Spell_Nightmare|NIGHTMARE]], and [[Spell_TimeStop|TIME STOP]] can keep you from taking damage entirely.&lt;br /&gt;
&lt;br /&gt;
As for damage, what most mages, and myself, agree is the best option is to use one of the many &#039;Weakness to&#039; spells ([[Spell_WeaknessGas|WEAKNESS TO GAS]], [[Spell_WeaknessAcid|WEAKNESS TO ACID]], [[Spell_WeaknessCold|WEAKNESS TO COLD]], [[Spell_WeaknessElectricity|WEAKNESS TO ELECTRICITY]], [[Spell_WeaknessFire|WEAKNESS TO FIRE]]) and then using a spell of the corresponding element. For example, using [[Spell_WeaknessAcid|WEAKNESS TO ACID]] followed by [[Spell_AcidArrow|ACID ARROW]]. This does a LOT of damage to most targets, and because of the relatively small amount of setup compared to other classes, allows you to level quite quickly.&lt;br /&gt;
&lt;br /&gt;
A few further tips for fighting mobs: extend your battles beyond combat, use as many buffs as is practical, and keep in mind that mobs have similar mechanics to player characters. I&#039;ll go over these in more detail. Mages have very little health, but this point is moot if you are wise about how you go about combat. A practiced player will sometimes learn that players can regenerate faster than mobs by sleeping in between battles, meaning you can flee before death and come back later to finish the mob while they&#039;re wounded. An experienced player, however, knows that ranged spells don&#039;t immediately initiate combat. It takes a small bit of time before the tick ends and the system places you both in combat, which leaves the player with a window, a very narrow window mind you, of time to leave the room before combat begins. [[Spell_ReverseGravity|REVERSE GRAVITY]] helps with this as it flings your target up into the air, and thus out of the room, ending combat and giving you time to heal. These ideas allow you to extend battles beyond combat.&lt;br /&gt;
&lt;br /&gt;
&#039;Use as many buffs as is practical&#039; is rather self-explanatory. There&#039;s a large spell list, and I do NOT have nearly enough space here to talk about each of them. Keep in mind that nearly all are good, some are better, and that ultimately the choices you make are yours. You might not have enough mana to regularly cast all of your buffs while solo, so if you play solo, it might help to shorten the list of spells you apply to yourself.&lt;br /&gt;
&lt;br /&gt;
Finally, keep in mind that all mobs follow most of the rules that you do as a player. I know it seems obvious once it&#039;s stated, but you have no idea how much this applies to, and how little people regularly apply this knowledge. For instance, did you know that mobs also have their own set of Autos for them to toggle? (For those who don&#039;t know what Autos are, type &#039;Config&#039; sometime while you&#039;re on the mud. Each of those flags have a help file and are quite useful to know) This knowledge seems innocent enough until you realize that Automelee is one of those Autos, meaning that if you can control them you can toggle on or off whether they engage in melee combat, and [[Spell_Geas|GEAS]] can allow you to do just that. There are many more applications like this, and many more applications that have yet to be discovered, so be creative!&lt;br /&gt;
&lt;br /&gt;
&#039;But what if I have to fight a player!&#039;, I hear some say. Fear not! The mage comes prebuilt with some of the most powerful PVP abilities in the game. First off, it goes without saying that spells like [[Spell_Geas|GEAS]], [[Spell_Nightmare|NIGHTMARE]], [[Spell_TimeStop|TIME STOP]], and [[Spell_Haste|HASTE]] are very useful against other players, these spells are perhaps some of the most powerful abilities in the game, bar only a few. But! Mages have a few more tricks up their sleeve in case these don&#039;t work! [[Spell_Mute|MUTE]] and [[Spell_Silence|SILENCE]] can keep most magic at bay. Silence being the stranger of the two, as it affects the room, and thus can&#039;t be resisted. Even if you yourself are somehow unable to cast verbal spells, there are quite a number of non-verbal spells, although I&#039;ll be honest, I&#039;ve no idea which. [[Spell_HeatMetal|HEAT METAL]] is great for dealing with heavily armored opponents, [[Spell_Tourettes|TOURETTES]] can make bards swear both in-game and out, [[Spell_Delude|DELUDE]] is just... a really nasty thing to do to Druids or Clerics, [[Spell_DetectHidden|DETECT HIDDEN]] makes most of the Thief class&#039; abilities entirely invalid until level 30, and barring all of that, you can always just [[Spell_ImprovedPolymorph|IMPROVED POLYMORPH]] them into something harmless. Like a cat, or maybe a flower. Flowers are nice.&lt;br /&gt;
&lt;br /&gt;
I could also go into all of the utility spells and ease of life spells that Mage has, but that would take FAR too long, so let me just sum things up here. Mage is a powerful class, and by extension its subclasses as well. This power comes at a cost, though, and early on in a Mage&#039;s career they might find it difficult if they don&#039;t get creative. So, get Creative! You have the power of the cosmos at your wim, if you only know how to apply your knowledge. The beautiful thing about this class is that it gives you so many tools to use, but it&#039;s ultimately up to you to use these tools. I&#039;ve made many recommendations, but the truth of the matter is that there are just SO many things that you can do, that it&#039;s difficult to describe exactly HOW to play. I&#039;ve tried to give you ideas, but these are honestly just pieces of the puzzle. How the big picture looks is up to you.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Dancer(Bard)&amp;diff=18713</id>
		<title>Dancer(Bard)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Dancer(Bard)&amp;diff=18713"/>
		<updated>2022-01-18T16:22:40Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* Multi-Classing Options and Effectiveness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDBardClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Dancer}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
The Dancer is the most delicate sub-class of the Bard, but may also be the most deadly. They are able to use their powerful legs and glamour to tantalize or terrorize their enemies. Most of a Dancers direct damage will come from their weapons. They are proficient in the sword, dagger, and ranged weapons, but can also use hand-to-hand combat if desired. Since they are limited to only light armor, avoiding direct damage should also be a priority.&lt;br /&gt;
&lt;br /&gt;
Early in your adventuring career you&#039;ll want to take advantage of the exploration and pub-finding experience. Traveling to new areas, fully exploring areas, and finding pubs, can give a great head start on leveling. It&#039;s also a great way to find new dance partners. Just be wary of aggressive monsters and dangerous zones!&lt;br /&gt;
&lt;br /&gt;
Dancers excel at being behind the scenes by keeping the party buffed with their dances. However, if you can&#039;t find a group of real people, you can use the [[Skill_Befriend|BEFRIEND]] skill to entice mobs that wander, and are the same race as you, to join your dancing troupe. The number of backup dancers you can amass with this skill is based on your [[Stats#Charisma|CHARISMA]]. Using your allies as decoys, you can focus on high kicking your foes into an early grave. You can also use this skill to get gear without having to fight for it. If your new friend is using something you like, order them to remove it and give it to you. You can always drop them from the group later with the [[NOFOLLOW|NOFOLLOW]] command.&lt;br /&gt;
&lt;br /&gt;
As a fledgling Dancer you will have access to the [[Dance_CanCan|CAN-CAN]] which will give you and your group an extra automatic [[Fighter_Kick|KICK]] every round of combat, but be careful because this will use up [[Stats#Move|MOVE]] quickly. If you or your party are fighting unarmed, the [[Dance_Capoeira|CAPOEIRA]] dance might be useful, but when access to dances are limited it might be safer to keep [[Dance_Grass|GRASS]] active most of the time. Later, use [[Dance_Courante|COURANTE]] to increase the number of attacks, or [[Dance_War|WAR]] to increase the damage of your party greatly, at the cost of [[Stats#Mana|MANA]]. Conversely, use the [[Dance_Butoh|BUTOH]] dance to restore the parties [[Stats#Mana|MANA]] quickly, allowing casters to barrage your foes with spells, and [[Dance_Jingledress|JINGLEDRESS]] to keep the party healthy.&lt;br /&gt;
&lt;br /&gt;
Besides dances, Dancers can also learn a variety of very important skills. [[Thief_Lore|LORE]] can give you detailed information about any item, weapon, or armor you find while exploring. Armed with this knowledge, you can find equipment that will maximize you and your allies combat skills. [[Fighter_BodyFlip|BODY FLIP]] can be used to immobilize enemies, [[Fighter_Roll|ROLL WITH BLOWS]] to avoid damage, or [[Fighter_Cartwheel|CARTWHEEL]] and [[Fighter_Spring|SPRING ATTACK]] to jump to the back of the conga line, letting your allies take the brunt of the damage. But if combat isn&#039;t going your way, try the [[Dance_Manipuri|MANIPURI]] dance to halt combat and potentially save lives. Remember, dances are area effects and might start fights you and your group aren&#039;t prepared for. Keep a close eye on the number of the enemies in the room, and use DANCE [[Dance_Stop|STOP]] to halt your current dance before walking into the unknown.&lt;br /&gt;
&lt;br /&gt;
Dancers make fantastic party members, with skills to improve both attack and defense. Just keep in mind, dancing may be good for your soul, but at times can be harsh on your soles.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
Dancer, like many of the bard classes, absolutely shines when multiclassing, and provides many unique options to do so.&lt;br /&gt;
The first thing to keep in mind when multiclassing with Dancer is that Dances, Songs, and Playing instruments do not stop each other, so you can have one of each type going all at once. This means that a common route that people choose when multiclassing is to go 30 levels of Dancer, 30 Minstrel, and 30 Bard in order to get the full breadth of each type. While this is certainly a powerful option, it has its downsides. As it is a triple 30 split, it limits your ability to get expertises, that combined with certain songs, dances, and instruments being more powerful than others makes stopping somewhere before level 30 in each of the classes a consideration for many players. That being said, if you appreciate having a skill for nearly any situation, it is something you might look at.&lt;br /&gt;
&lt;br /&gt;
The next thing one has to remember when attempting to multiclass Dancer, and any bard for that matter, is which levels each class gets critical skills. Minstrel gets Guitars at level 6, which means that you can grab a large source of damage for very little level investment. Bard gets the song &amp;quot;Mana&amp;quot; at level 16 and &amp;quot;Quickness&amp;quot; at 17, which are both great things to pick up, Mana to help sustain party members&#039; abilities and Quickness for extra damage or actions. Charlatan gets Hide at level 3 and Mark at level 4, which can provide a large burst of damage at the beginning of tough battles, and Charlatan also gets Magic Missile at level 12, which can provide consistent damage at lower levels, and Cure Light Wounds at level 18 to help keep yourself and your group in the fight. Jester doesn&#039;t have too much in the way of extremely powerful skills (as-of time of writing this), but does have some low-investment skills that are definitely worth considering. Just for gaining 1 level in Jester, a character obtains both Clumsiness (which is a song that the base Bard class gets at level 6) and Juggle (which is a great option to add just a small bit of extra damage). Past that, however, I&#039;m afraid you&#039;d have to understand the Jester class a little more than I do to know which levels one might wish to stop at.&lt;br /&gt;
&lt;br /&gt;
All-in-all, these are all great levels to stop at before going into Dancer, or to compliment the skills one obtains as Dancer, but a good question to ask yourself at this point would be, &amp;quot;Why Dancer?&amp;quot;. Other bard classes get all sorts of powerful high-level skills that allow all sorts of options that Dancer does not, and while Dancer does have things that those classes in turn don&#039;t have, one might be tempted to say that those options are simply better than Dancer provides. I won&#039;t argue for or against this, as ultimately the usefulness of each class is mostly dependent on what a player wants from it, but I will make a case to choose Dancer even if you feel like the class&#039; skills aren&#039;t as useful or powerful.&lt;br /&gt;
&lt;br /&gt;
Dancer is one of two classes in the game that gains armored defence passively based on their Dexterity when they level up. I cannot overstate how powerful this is. If a player decides to max out their Dexterity, perhaps even increase their maximum and place a few buffs on themselves to increase it further, they can end up with far more Armored Defence by the time they hit max level than any other bard class by far. This can make them go from a relatively fragile class that relies on companions to fight head-on to a class that can perhaps even go toe-to-toe with fighters. That combined with the powerful effects they can get from their dances and the fact that they also obtain a few Fighter abilities themselves makes them a strong option to flex the power of Bards at max level. At lower levels, the ability to use multiple song types while being able to slowly gain armor still makes it a decent option.&lt;br /&gt;
For all you bards out there looking for a decent option to complete your build and help put out reliable damage while staying decently healthy, Dancer&#039;s a good pick.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*If you wish to use the [[DANCE]] social, then proceed the command with the forced-social command (comma) like [[,|,DANCE]].&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Dancer(Bard)&amp;diff=18712</id>
		<title>Dancer(Bard)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Dancer(Bard)&amp;diff=18712"/>
		<updated>2022-01-18T16:20:34Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* Multi-Classing Options and Effectiveness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDBardClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Dancer}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
The Dancer is the most delicate sub-class of the Bard, but may also be the most deadly. They are able to use their powerful legs and glamour to tantalize or terrorize their enemies. Most of a Dancers direct damage will come from their weapons. They are proficient in the sword, dagger, and ranged weapons, but can also use hand-to-hand combat if desired. Since they are limited to only light armor, avoiding direct damage should also be a priority.&lt;br /&gt;
&lt;br /&gt;
Early in your adventuring career you&#039;ll want to take advantage of the exploration and pub-finding experience. Traveling to new areas, fully exploring areas, and finding pubs, can give a great head start on leveling. It&#039;s also a great way to find new dance partners. Just be wary of aggressive monsters and dangerous zones!&lt;br /&gt;
&lt;br /&gt;
Dancers excel at being behind the scenes by keeping the party buffed with their dances. However, if you can&#039;t find a group of real people, you can use the [[Skill_Befriend|BEFRIEND]] skill to entice mobs that wander, and are the same race as you, to join your dancing troupe. The number of backup dancers you can amass with this skill is based on your [[Stats#Charisma|CHARISMA]]. Using your allies as decoys, you can focus on high kicking your foes into an early grave. You can also use this skill to get gear without having to fight for it. If your new friend is using something you like, order them to remove it and give it to you. You can always drop them from the group later with the [[NOFOLLOW|NOFOLLOW]] command.&lt;br /&gt;
&lt;br /&gt;
As a fledgling Dancer you will have access to the [[Dance_CanCan|CAN-CAN]] which will give you and your group an extra automatic [[Fighter_Kick|KICK]] every round of combat, but be careful because this will use up [[Stats#Move|MOVE]] quickly. If you or your party are fighting unarmed, the [[Dance_Capoeira|CAPOEIRA]] dance might be useful, but when access to dances are limited it might be safer to keep [[Dance_Grass|GRASS]] active most of the time. Later, use [[Dance_Courante|COURANTE]] to increase the number of attacks, or [[Dance_War|WAR]] to increase the damage of your party greatly, at the cost of [[Stats#Mana|MANA]]. Conversely, use the [[Dance_Butoh|BUTOH]] dance to restore the parties [[Stats#Mana|MANA]] quickly, allowing casters to barrage your foes with spells, and [[Dance_Jingledress|JINGLEDRESS]] to keep the party healthy.&lt;br /&gt;
&lt;br /&gt;
Besides dances, Dancers can also learn a variety of very important skills. [[Thief_Lore|LORE]] can give you detailed information about any item, weapon, or armor you find while exploring. Armed with this knowledge, you can find equipment that will maximize you and your allies combat skills. [[Fighter_BodyFlip|BODY FLIP]] can be used to immobilize enemies, [[Fighter_Roll|ROLL WITH BLOWS]] to avoid damage, or [[Fighter_Cartwheel|CARTWHEEL]] and [[Fighter_Spring|SPRING ATTACK]] to jump to the back of the conga line, letting your allies take the brunt of the damage. But if combat isn&#039;t going your way, try the [[Dance_Manipuri|MANIPURI]] dance to halt combat and potentially save lives. Remember, dances are area effects and might start fights you and your group aren&#039;t prepared for. Keep a close eye on the number of the enemies in the room, and use DANCE [[Dance_Stop|STOP]] to halt your current dance before walking into the unknown.&lt;br /&gt;
&lt;br /&gt;
Dancers make fantastic party members, with skills to improve both attack and defense. Just keep in mind, dancing may be good for your soul, but at times can be harsh on your soles.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
Dancer, like many of the bard classes, absolutely shines when multiclassing, and provides many unique options to do so.&lt;br /&gt;
The first thing to keep in mind when multiclassing with Dancer is that Dances, Songs, and Playing instruments do not stop each other, so you can have one of each type going all at once. This means that a common route that people choose when multiclassing is to go 30 levels of Dancer, 30 Minstrel, and 30 Bard in order to get the full breadth of each type. While this is certainly a powerful option, it has its downsides. As it is a triple 30 split, it limits your ability to get expertises, that combined with certain songs, dances, and instruments being more powerful than others makes stopping somewhere before level 30 in each of the classes a consideration for many players. That being said, if you appreciate having a skill for nearly any situation, it is something you might look at.&lt;br /&gt;
&lt;br /&gt;
The next thing one has to remember when attempting to multiclass Dancer, and any bard for that matter, is which levels each class gets critical skills. Minstrel gets Guitars at level 6, which means that you can grab a large source of damage for very little level investment. Bard gets the song &amp;quot;Mana&amp;quot; at level 16 and &amp;quot;Quickness&amp;quot; st 17, which are both great things to pick up, Mana to help sustain party members&#039; abilities and Quickness for extra damage or actions. Charlatan gets Hide at level 3 and Mark at level 4, which can provide a large burst of damage at the beginning of tough battles, and Charlatan also gets Magic Missile at level 12, which can provide consistent damage at lower levels, and Cure Light Wounds at level 18 to help keep yourself and your group in the fight. Jester doesn&#039;t have too much in the way of extremely powerful skills (as-of time of writing this), but does have some low-investment skills that are definitely worth considering. Just for gaining 1 level in Jester, a character obtains both Clumsiness (which is a song that the base Bard class gets at level 6) and Juggle (which is a great option to add just a small bit of extra damage). Past that, however, I&#039;m afraid you&#039;d have to understand the Jester class a little more than I do to know which levels one might wish to stop at.&lt;br /&gt;
&lt;br /&gt;
All-in-all, these are all great levels to stop at before going into Dancer, or to compliment the skills one obtains as Dancer, but a good question to ask yourself at this point would be, &amp;quot;Why Dancer?&amp;quot;. Other bard classes get all sorts of powerful high-level skills that allow all sorts of options that Dancer does not, and while Dancer does have things that those classes in turn don&#039;t have, one might be tempted to say that those options are simply better than Dancer provides. I won&#039;t argue for or against this, as ultimately the usefulness of each class is mostly dependent on what a player wants from it, but I will make a case to choose Dancer even if you feel like the class&#039; skills aren&#039;t as useful or powerful.&lt;br /&gt;
&lt;br /&gt;
Dancer is one of two classes in the game that gains armored defence passively based on their Dexterity when they level up. I cannot overstate how powerful this is. If a player decides to max out their Dexterity, perhaps even increase their maximum and place a few buffs on themselves to increase it further, they can end up with far more Armored Defence by the time they hit max level than any other bard class by far. This can make them go from a relatively fragile class that relies on companions to fight head-on to a class that can perhaps even go toe-to-toe with fighters. That combined with the powerful effects they can get from their dances and the fact that they also obtain a few Fighter abilities themselves makes them a strong option to flex the power of Bards at max level. At lower levels, the ability to use multiple song types while being able to slowly gain armor still makes it a decent option.&lt;br /&gt;
For all you bards out there looking for a decent option to complete your build and help put out reliable damage while staying decently healthy, Dancer&#039;s a good pick.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*If you wish to use the [[DANCE]] social, then proceed the command with the forced-social command (comma) like [[,|,DANCE]].&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Dancer(Bard)&amp;diff=18711</id>
		<title>Dancer(Bard)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Dancer(Bard)&amp;diff=18711"/>
		<updated>2022-01-18T16:19:39Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* Multi-Classing Options and Effectiveness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDBardClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Dancer}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
The Dancer is the most delicate sub-class of the Bard, but may also be the most deadly. They are able to use their powerful legs and glamour to tantalize or terrorize their enemies. Most of a Dancers direct damage will come from their weapons. They are proficient in the sword, dagger, and ranged weapons, but can also use hand-to-hand combat if desired. Since they are limited to only light armor, avoiding direct damage should also be a priority.&lt;br /&gt;
&lt;br /&gt;
Early in your adventuring career you&#039;ll want to take advantage of the exploration and pub-finding experience. Traveling to new areas, fully exploring areas, and finding pubs, can give a great head start on leveling. It&#039;s also a great way to find new dance partners. Just be wary of aggressive monsters and dangerous zones!&lt;br /&gt;
&lt;br /&gt;
Dancers excel at being behind the scenes by keeping the party buffed with their dances. However, if you can&#039;t find a group of real people, you can use the [[Skill_Befriend|BEFRIEND]] skill to entice mobs that wander, and are the same race as you, to join your dancing troupe. The number of backup dancers you can amass with this skill is based on your [[Stats#Charisma|CHARISMA]]. Using your allies as decoys, you can focus on high kicking your foes into an early grave. You can also use this skill to get gear without having to fight for it. If your new friend is using something you like, order them to remove it and give it to you. You can always drop them from the group later with the [[NOFOLLOW|NOFOLLOW]] command.&lt;br /&gt;
&lt;br /&gt;
As a fledgling Dancer you will have access to the [[Dance_CanCan|CAN-CAN]] which will give you and your group an extra automatic [[Fighter_Kick|KICK]] every round of combat, but be careful because this will use up [[Stats#Move|MOVE]] quickly. If you or your party are fighting unarmed, the [[Dance_Capoeira|CAPOEIRA]] dance might be useful, but when access to dances are limited it might be safer to keep [[Dance_Grass|GRASS]] active most of the time. Later, use [[Dance_Courante|COURANTE]] to increase the number of attacks, or [[Dance_War|WAR]] to increase the damage of your party greatly, at the cost of [[Stats#Mana|MANA]]. Conversely, use the [[Dance_Butoh|BUTOH]] dance to restore the parties [[Stats#Mana|MANA]] quickly, allowing casters to barrage your foes with spells, and [[Dance_Jingledress|JINGLEDRESS]] to keep the party healthy.&lt;br /&gt;
&lt;br /&gt;
Besides dances, Dancers can also learn a variety of very important skills. [[Thief_Lore|LORE]] can give you detailed information about any item, weapon, or armor you find while exploring. Armed with this knowledge, you can find equipment that will maximize you and your allies combat skills. [[Fighter_BodyFlip|BODY FLIP]] can be used to immobilize enemies, [[Fighter_Roll|ROLL WITH BLOWS]] to avoid damage, or [[Fighter_Cartwheel|CARTWHEEL]] and [[Fighter_Spring|SPRING ATTACK]] to jump to the back of the conga line, letting your allies take the brunt of the damage. But if combat isn&#039;t going your way, try the [[Dance_Manipuri|MANIPURI]] dance to halt combat and potentially save lives. Remember, dances are area effects and might start fights you and your group aren&#039;t prepared for. Keep a close eye on the number of the enemies in the room, and use DANCE [[Dance_Stop|STOP]] to halt your current dance before walking into the unknown.&lt;br /&gt;
&lt;br /&gt;
Dancers make fantastic party members, with skills to improve both attack and defense. Just keep in mind, dancing may be good for your soul, but at times can be harsh on your soles.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
Dancer, like many of the bard classes, absolutely shines when multiclassing, and provides many unique options to do so.&lt;br /&gt;
The first thing to keep in mind when multiclassing with Dancer is that Dances, Songs, and Playing instruments do not stop each other, so you can have one of each type going all at once. This means that a common route that people choose when multiclassing is to go 30 levels of Dancer, 30 Minstrel, and 30 Bard in order to get the full breadth of each type. While this is certainly a powerful option, it has its downsides. As it is a triple 30 split, it limits your ability to get expertises, that combined with certain songs, dances, and instruments being more powerful than others makes stopping somewhere before level 30 in each of the classes a consideration for many players. That being said, if you appreciate having a skill for nearly any situation, it is something you might look at.&lt;br /&gt;
The next thing one has to remember when attempting to multiclass Dancer, and any bard for that matter, is which levels each class gets critical skills. Minstrel gets Guitars at level 6, which means that you can grab a large source of damage for very little level investment. Bard gets the song &amp;quot;Mana&amp;quot; at level 16 and &amp;quot;Quickness&amp;quot; st 17, which are both great things to pick up, Mana to help sustain party members&#039; abilities and Quickness for extra damage or actions. Charlatan gets Hide at level 3 and Mark at level 4, which can provide a large burst of damage at the beginning of tough battles, and Charlatan also gets Magic Missile at level 12, which can provide consistent damage at lower levels, and Cure Light Wounds at level 18 to help keep yourself and your group in the fight. Jester doesn&#039;t have too much in the way of extremely powerful skills (as-of time of writing this), but does have some low-investment skills that are definitely worth considering. Just for gaining 1 level in Jester, a character obtains both Clumsiness (which is a song that the base Bard class gets at level 6) and Juggle (which is a great option to add just a small bit of extra damage). Past that, however, I&#039;m afraid you&#039;d have to understand the Jester class a little more than I do to know which levels one might wish to stop at.&lt;br /&gt;
All-in-all, these are all great levels to stop at before going into Dancer, or to compliment the skills one obtains as Dancer, but a good question to ask yourself at this point would be, &amp;quot;Why Dancer?&amp;quot;. Other bard classes get all sorts of powerful high-level skills that allow all sorts of options that Dancer does not, and while Dancer does have things that those classes in turn don&#039;t have, one might be tempted to say that those options are simply better than Dancer provides. I won&#039;t argue for or against this, as ultimately the usefulness of each class is mostly dependent on what a player wants from it, but I will make a case to choose Dancer even if you feel like the class&#039; skills aren&#039;t as useful or powerful.&lt;br /&gt;
Dancer is one of two classes in the game that gains armored defence passively based on their Dexterity when they level up. I cannot overstate how powerful this is. If a player decides to max out their Dexterity, perhaps even increase their maximum and place a few buffs on themselves to increase it further, they can end up with far more Armored Defence by the time they hit max level than any other bard class by far. This can make them go from a relatively fragile class that relies on companions to fight head-on to a class that can perhaps even go toe-to-toe with fighters. That combined with the powerful effects they can get from their dances and the fact that they also obtain a few Fighter abilities themselves makes them a strong option to flex the power of Bards at max level. At lower levels, the ability to use multiple song types while being able to slowly gain armor still makes it a decent option.&lt;br /&gt;
For all you bards out there looking for a decent option to complete your build and help put out reliable damage while staying decently healthy, Dancer&#039;s a good pick.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*If you wish to use the [[DANCE]] social, then proceed the command with the forced-social command (comma) like [[,|,DANCE]].&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Healer(Cleric)&amp;diff=18710</id>
		<title>Healer(Cleric)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Healer(Cleric)&amp;diff=18710"/>
		<updated>2022-01-18T14:46:48Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDClericClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Healer}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*The level 30 healing aura class ability CANNOT be turned off with the [[AUTOINVOKE]] command.&lt;br /&gt;
**This ability will cause damage to any undead in your group.&lt;br /&gt;
**This ability will persist for some time after group members leave your group.&lt;br /&gt;
**As of Version 5.9.11.2, this ability will no longer target healthy members, reducing the spamminess of this ability in purely social settings.&lt;br /&gt;
**This ability will remain on the character even if they remort or lose levels.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Mobile&amp;diff=12677</id>
		<title>Mobile</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Mobile&amp;diff=12677"/>
		<updated>2019-05-14T20:14:52Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BehaviorTemplate|Name=Mobile|Targets=MOBs|Usage=min, max ticks, a percent chance, flags, locale parms|Examples=min=10 max=20 chance=75 wander -air -underwater&lt;br /&gt;
min=10 max=20 chance=75 opendoors&lt;br /&gt;
&lt;br /&gt;
min=10 max=20 chance=75 leash=3 opendoors|Description=According to the timing and percent chance described by the parameters, the mob with this behavior will travel in a random available direction. Mobs will not leave rooms containing visible Archons and builders with the CMDMOBS security flag. The wander flag is required if the mob is allowed to leave his or her area. The opendoors flag will allow the mob to open closed doors when walking around, or to unlock locked doors if the mob has the key. The leash parameter will prevent the mob from getting too far from home. The TYPE of room from which the mob is restricted may also be entered. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales.  -CITY -UNDERWATER and others may be used to restrict certain locales.  The full locale list is: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE, METAL , CITY, WOODS, ROCKY, PLAINS, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT}}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Default value is min=20, max=60 chance=100.&lt;br /&gt;
*Avoid giving this behavior to MOBs that go in a shop, as they tend to wander away from their owners.&lt;br /&gt;
[[Category:MOBS(BuilderInfo)]]&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Build_5.2.0&amp;diff=12537</id>
		<title>Build 5.2.0</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Build_5.2.0&amp;diff=12537"/>
		<updated>2019-04-21T19:38:37Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* CoffeeMud Version 5.2.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= CoffeeMud Version 5.2.0 =&lt;br /&gt;
Released on Sep 04, 2006&lt;br /&gt;
&lt;br /&gt;
Well, here it is, in all its splendor.&lt;br /&gt;
&lt;br /&gt;
Expect another build in a week -- I&#039;m gonna let this one shake down and then send it to all the secondary download areas also.&lt;br /&gt;
&lt;br /&gt;
Not that I&#039;m expecting any bugs, but with new stuff, you never ever know.&lt;br /&gt;
&lt;br /&gt;
# New example mystery called &amp;quot;murdermystery&amp;quot; for Midgaard.  Easy to adapt it for any other area, of course.&lt;br /&gt;
# Clerics can now convert mobs, create churches, and hold &amp;quot;services&amp;quot; defined by their deities.&lt;br /&gt;
# New clan type: THEOCRACY -- has strict membership and hierchy rules, but allows areas to be conquered with conversions, and restricts church building to the clans deity.  Also, item control points dont matter for theocracy.&lt;br /&gt;
# CombatAbilities behavior now allows specific skills to be allowed or disallowed specifically for combat.&lt;br /&gt;
# New behavior: Concierge, will tell players how to get to places, optionally for a price.&lt;br /&gt;
# New prayers: dark senses, religious doubt (internal use only), Infuse Balance &lt;br /&gt;
# New behavior; QuestChat, allows chat flags to prevent re-saying the same things again, and allows dynamic building of chat data.&lt;br /&gt;
# Scriptable changes: New triggers CNCLMSG_PROG and EXECMSG_PROG, catch alls for trigger.  Also new message: HUH &lt;br /&gt;
# Scriptable changes: MPEXP now allows a % of exp tnl to be given, and scriptable scripts can now be dynamically added to from quest scripts &lt;br /&gt;
# Scriptable changes: MPOLOAD can now use INTO syntax to load containers, MPQSET,QVAR command for changing/accessing quest objects &lt;br /&gt;
# Quest Manager has been extended QUITE a bit to support mysteries.. lost of new settings, and some subtle differences in the way it works.&lt;br /&gt;
# New Bard skill: BEFRIEND, for making groups.&lt;br /&gt;
# New command: QUESTWINS -- show which quests the player is listed as having won/completed.&lt;br /&gt;
# REPORT command now lets you report your statistics.&lt;br /&gt;
# New chant: Sense Fluids -- for finding fluids for the drilling skill &lt;br /&gt;
# WIZEMOTE - can now emote to clans &lt;br /&gt;
# CoffeeMud now supports Spell/Skill/etc Components -- use the CREATE COMPONENT command to specify new ones.&lt;br /&gt;
# New archon skill: FREEZE for making players stay put &lt;br /&gt;
# BANISH can now specify an amount of time for the player to remain banished.&lt;br /&gt;
# Prop_Doppleganger can now apply to items.&lt;br /&gt;
# Prop_Hidden can now specify unlocatable.&lt;br /&gt;
# New disease: Alzheimers&lt;br /&gt;
# New common skill: Shearing&lt;br /&gt;
# Two new example scripts: one to accuse all room entrants of heresy, and a javascript script to clear back channels &lt;br /&gt;
# New CoffeeMud.INI option: INTRODUCTIONSYSTEM -- enough said?&lt;br /&gt;
# New coffeemud.ini options: MANACOST and MINMANACOST now allow you to specify overrides for specific abilities.&lt;br /&gt;
# CoffeeMud will now, by default, prompt users for a reason for retiring, or quitting before their first hour is up.  There are DISABLE entries for this feature, however.&lt;br /&gt;
# MUDGrinder Journal-reader has been enhanced for usability &lt;br /&gt;
# NOFOLLOW command can now be used to force someone to stop following you, as can REBUKE.&lt;br /&gt;
# New Archon STAT parameter: COMBAT -- for seeing how a players eq affects their stats.&lt;br /&gt;
# When a mob or player flees form another, the mob/player fled from gets an exp prize.&lt;br /&gt;
# LIST command now supports listing players by IP for determining alts.&lt;br /&gt;
# Channels now supports CLANALLYONLY flag &lt;br /&gt;
# Containers and portals now auto-close and auto-lock like exits.&lt;br /&gt;
# All the bugs thats fit to squish!&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=DelayedTransporter&amp;diff=12519</id>
		<title>DelayedTransporter</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=DelayedTransporter&amp;diff=12519"/>
		<updated>2019-04-18T19:00:43Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BehaviorTemplate|Name=DelayedTransporter|Targets=Rooms, Mobs, Items|Usage=Max and min ticks, pct chance, room ids separated by &#039;;&#039;.|Examples=min=10 max=20 chance=25;Midgaard#3001;Sewers#6020;Midgaard#3020|Description=This behavior defines a serious of random rooms.  All rooms are separated by the semicolons shown above.  The first parameter can be empty for defaults, or may contain a setting for minimum ticks, maximum ticks, and the percent chance of occurrence after the random number of ticks has expired.  In the above example every 10-20 ticks, there is a 25% chance that every mob in the same room as the behaving object will be teleported to one of the three listed rooms (at random).}}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
.&lt;br /&gt;
[[Category:MOBS(BuilderInfo)]]&lt;br /&gt;
[[Category:ITEMS(BuilderInfo)]]&lt;br /&gt;
[[Category:ROOMS(BuilderInfo)]]&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Cygnus(Deity)&amp;diff=12518</id>
		<title>Cygnus(Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Cygnus(Deity)&amp;diff=12518"/>
		<updated>2019-04-18T15:39:47Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* About this deity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDDietiesTOC}}&lt;br /&gt;
{{DeityTemplate|Name=Cygnus&lt;br /&gt;
|Alignment=(-1499;1500;pure neutral;PNEUTRAL;NEUTRAL)&lt;br /&gt;
|Description=Cygnus is the god of Balance.  He is the patron deity of crafting, diplomacy, and bureaucracy.&lt;br /&gt;
|Clerics=Allows only Cleric, Doomsayer, Missionary, Oracle, Templar.&lt;br /&gt;
|Followers=Anyone&lt;br /&gt;
|Blessings=Hungerless, Thirstless, Cure Exhaustion, Sense Fluids, Sense Plants, Sense Ores (Clerics only), Sense Law (Clerics only), Forgive&lt;br /&gt;
|BlessingInstructions=The blessings of Cygnus are placed upon his clerics whenever the cleric does the following: the player should say &#039;blessed be the balance in life and death, in law and crime,&lt;br /&gt;
in nature and society, by the will of cygnus&#039;.&lt;br /&gt;
The blessings of Cygnus are placed upon his worshippers whenever they do the following: the player should say &#039;blessed be the balance of cygnus&#039;.&lt;br /&gt;
|ServiceInstructions=The services of Cygnus are the following: the player should say &#039;bless us cygnus&#039;, and wait 40 seconds, and wait 40 seconds, and the player should say &#039;in all things, there is&lt;br /&gt;
balance&#039;, and then all will say &#039;balance.&#039;, and wait 40 seconds, and the player should say &#039;cygnus brought us tools from the gifts of alram and bella&#039;, and wait 40 seconds, and then all will say&lt;br /&gt;
&#039;balance&#039;, and wait 40 seconds.}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==About this deity==&lt;br /&gt;
Cygnus is a young god who tempers the gods with his patience and calmness.  He is often seen as the arbiter between the gods, although he rarely takes any direct action.  Instead, he provides counsel to the gods and offers elaborate treaties that help and hinder each in the conflict, thereby restoring balance while maintaining each god&#039;s priorities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;I have memory and awareness but I have no shape or form, &lt;br /&gt;
&lt;br /&gt;
As a disembodied spirit I am dead and yet unborn&lt;br /&gt;
&lt;br /&gt;
I see the gods in battle rage on high, Thunderbolts across the sky&lt;br /&gt;
&lt;br /&gt;
I cannot move, I cannot hide, I feel a silent scream begin inside&lt;br /&gt;
&lt;br /&gt;
Then all at once the chaos ceased a stillness fell, a sudden peace&lt;br /&gt;
&lt;br /&gt;
The warriors felt my silent cry And stayed their struggle, mystified&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Shrines==&lt;br /&gt;
Shrines to Cygnus where clerics may perform services are located in:&lt;br /&gt;
===Symbol===&lt;br /&gt;
The balanced scales.&lt;br /&gt;
&lt;br /&gt;
===Church===&lt;br /&gt;
The clergy of Cygnus do not have dedicated facilities, instead working out of local government offices, royal chambers, or common workshops.  Followers of Cygnus will gather in his praise in these locations to share in his balance.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Cygnus(Deity)&amp;diff=12517</id>
		<title>Cygnus(Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Cygnus(Deity)&amp;diff=12517"/>
		<updated>2019-04-18T15:39:27Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* Known Shrines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDDietiesTOC}}&lt;br /&gt;
{{DeityTemplate|Name=Cygnus&lt;br /&gt;
|Alignment=(-1499;1500;pure neutral;PNEUTRAL;NEUTRAL)&lt;br /&gt;
|Description=Cygnus is the god of Balance.  He is the patron deity of crafting, diplomacy, and bureaucracy.&lt;br /&gt;
|Clerics=Allows only Cleric, Doomsayer, Missionary, Oracle, Templar.&lt;br /&gt;
|Followers=Anyone&lt;br /&gt;
|Blessings=Hungerless, Thirstless, Cure Exhaustion, Sense Fluids, Sense Plants, Sense Ores (Clerics only), Sense Law (Clerics only), Forgive&lt;br /&gt;
|BlessingInstructions=The blessings of Cygnus are placed upon his clerics whenever the cleric does the following: the player should say &#039;blessed be the balance in life and death, in law and crime,&lt;br /&gt;
in nature and society, by the will of cygnus&#039;.&lt;br /&gt;
The blessings of Cygnus are placed upon his worshippers whenever they do the following: the player should say &#039;blessed be the balance of cygnus&#039;.&lt;br /&gt;
|ServiceInstructions=The services of Cygnus are the following: the player should say &#039;bless us cygnus&#039;, and wait 40 seconds, and wait 40 seconds, and the player should say &#039;in all things, there is&lt;br /&gt;
balance&#039;, and then all will say &#039;balance.&#039;, and wait 40 seconds, and the player should say &#039;cygnus brought us tools from the gifts of alram and bella&#039;, and wait 40 seconds, and then all will say&lt;br /&gt;
&#039;balance&#039;, and wait 40 seconds.}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==About this deity==&lt;br /&gt;
Cygnus is a young god who tempers the gods with his patience and calmness.  He is often seen as the arbiter between the gods, although he rarely takes any direct action.  Instead, he provides counsel to the gods and offers elaborate treaties that help and hinder each in the conflict, thereby restoring balance while maintaining each god&#039;s priorities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;I have memory and awareness but I have no shape or form, &lt;br /&gt;
&lt;br /&gt;
As a disembodied spirit I am dead and yet unborn&lt;br /&gt;
&lt;br /&gt;
==Known Shrines==&lt;br /&gt;
Shrines to Cygnus where clerics may perform services are located in:&lt;br /&gt;
===Symbol===&lt;br /&gt;
The balanced scales.&lt;br /&gt;
&lt;br /&gt;
===Church===&lt;br /&gt;
The clergy of Cygnus do not have dedicated facilities, instead working out of local government offices, royal chambers, or common workshops.  Followers of Cygnus will gather in his praise in these locations to share in his balance.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Deities(CoffeeMUD)&amp;diff=12516</id>
		<title>Deities(CoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Deities(CoffeeMUD)&amp;diff=12516"/>
		<updated>2019-04-18T15:33:15Z</updated>

		<summary type="html">&lt;p&gt;Tickitok: /* History of the World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDDietiesTOC}}&lt;br /&gt;
&lt;br /&gt;
CoffeeMUD has a unique pantheon of gods:  The Alra-Paranian pantheon.&lt;br /&gt;
&lt;br /&gt;
==History of the World==&lt;br /&gt;
It is known among the sages that the god Alram was given the job of molding a place on which to set the plan of life in motion.  He created a universe of brightly lit torches, and by their light was able to construct a flat plain of earth on which life could be sustained.  The goddess Malla brought the sun into existence and set it to spin around the world, providing a day and night.  The gods together (or under direction) agreed on a scheme of order and amusement and purpose, all of which would be embodied in the world.  On this world then Alram placed plants and the seas, which would sustain the first life.  Paran than created men and elves, the embodiment of the worlds high purpose, alone possessing reason.  Alram created the dwarves and the gnomes, being tied to the earth and to its fruits.  The god Lorti then taught the peoples government and wise counsel, around which they could find order.  Bella gave them wisdom and capacity for knowledge, that they might have dominion over the lesser creatures.  Lastly, Malla taught them peace, that they may temper the gifts of Lorti.&lt;br /&gt;
&lt;br /&gt;
And with the flourishing of the world, each of these gods then created deities to aid their creations and themselves.  These deities also called gods and goddesses answer the calls of their greater brothers and sisters while leading the peoples of the lands and oceans.&lt;br /&gt;
&lt;br /&gt;
So the world as intended by the gods was made, and the thus began its journey when the god Kortamus, opposed to the domain of good and order, then created his own peoples to occupy the world.  He borrowed from the creations of Alram and Paran, distorting them until he had introduced chaos and evil to the other peoples, thus giving them free will, and making the destiny of the world no longer certain.  And so thus the world now stands, divided and struggling to right itself after the deeds of Kortamus.&lt;br /&gt;
&lt;br /&gt;
==List of Major Gods==&lt;br /&gt;
*Alram - Alram is the god of Nature and Creativity.  Having molded the world from the raw materials of his thought, he is believed by his worshipers to be the King of the Gods.&lt;br /&gt;
*Paran - Paran is the god of Sentience and Passion.   Considered the second most powerful god, he watches over all of his beloved children, the thinking and feeling races of the realm.&lt;br /&gt;
*Lorti - Lorti is the god of War, and the Rule of men over each other.  His worship is usually found in military and fighter ranks, and his Clerics among the most respected as both tacticians and supressors of insurrection or revolt.&lt;br /&gt;
*Malla - Malla is the goddess of peace and light.  It is from her beauty that the good powers of magic flow into the world, and her nature which inspires brotherhood.&lt;br /&gt;
*Bella - Bella is the goddess of knowledge and wisdom, whose plea is that all beings seek and attain the highest enlightenment during their time.&lt;br /&gt;
*Kortamus - Kortamus is the evil god of Chaos.  Although originally a creative and inspiring member of the realm of gods, he was eventually cast out for his cruel and vicious pursuit of trivial pleasures and arbitrary goals at all cost.&lt;br /&gt;
*Cygnus - Cygnus is the god of balance.  He was granted gifts from all of the gods to maintain order amongst the gods.  He is worshipped by crafters, diplomats and bureaucrats.&lt;br /&gt;
&lt;br /&gt;
==Worshipping==&lt;br /&gt;
Each deity has their own portfolio of allowed worshipers.  Worshipers who fall out of grace with their deity will eventually be rebuked by their deity, suffering a huge loss of experience.&lt;br /&gt;
&lt;br /&gt;
===Converting===&lt;br /&gt;
&lt;br /&gt;
===Blessings===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Services===&lt;br /&gt;
Services are performed on (un)holy grounds by clerics for their congregation.  Each deity has a specific set of instructions for performing services.  At the completion of the service all worshippers will receive (TBD).&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*If a Deity&#039;s ability results in the death of your enemy, you will earn very little experience for the kill, since all deities are much higher level than players.&lt;/div&gt;</summary>
		<author><name>Tickitok</name></author>
	</entry>
</feed>