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One of the most fundamental things that defines your character on JediMUD is his or her class. Your character’s class defines their profession, which in turn defines the skills available to you. Depending on how you like to play, there’s surely a class that fits your needs. Descriptions of each class, as well as a list of the skills each one gets, can be found in this section of the official JediMUD homepage.

CLERIC

The cleric is a member of a religious order, but he is no mere priest. While he may not have as much fighting skill as warriors and their ilk, he is far from a noncombatant. The clerics of JediMUD, however, adhere to a strict religious belief that forbids them from wielding edged weapons such as swords. Most of the cleric’s power lies in his faith in his deity, who grants him spells which do everything from healing his allies to smiting down his foes with holy flames. The primary statistic for a cleric is WISDOM. Having a high wisdom will help to increase the effectiveness of his spells. Having a high STRENGTH and CONSTITUTION are also definite plusses for a cleric. A cleric can be of any alignment. Like all classes, the cleric can increase his skills by using the PRACTICE command.

MAGE

The mage devotes his entire life to the study of magic in all of its forms. Mages receive their magical skills from books and scrolls, not from a deity, so they cannot cast many spells that a cleric can. A mage is a poor combatant, being restricted to the most basic weapons and armor. His spells, however, are a force to be reckoned with. The most destructive spells available to player characters on JediMUD are only available to those who choose to play a mage. The primary statistic for a mage is INTELLIGENCE. Having a high intelligence will help to increase the effectiveness of his spells. A high CHARISMA and WISDOM are also useful to a mage. A mage can be of any alignment. Like all classes, the mage can increase his skills by using the PRACTICE command.

THIEF

The thief devotes his life to the art of stealth. He isn’t much of a combatant, but he has special skills, which make him absolutely deadly in the right situation. The ability to strike an opponent from behind is a skill unique to the thief class, as is the ability to open locks without a key. A good portion of the thief’s skills are geared towards either not being seen, or getting away quickly once he is seen. Thieves are restricted in their use of armor, and can only strike an opponent from behind with a dagger or other piercing weapon. The thief’s primary statistic is DEXTERITY. Having a high dexterity will help to increase the effectiveness of some thief skills. Having a high STRENGTH and CONSTITUTION is also a bonus for a thief. A thief can be of any alignment. Like all classes, the thief can increase his skills by using the PRACTICE command.

WARRIOR

The warrior is a fighting machine, pure and simple. He is well trained in the arts of war, making him a formidable opponent a combat situation. The warrior’s fighting prowess is completely unmatched by any other class on JediMUD However, they completely lack the innate ability to use magic, and so are forced to rely on other sources, such as potions, wands, and other adventurers that they may meet in their travels. A warrior can be of any alignment. The primary statistic for a warrior is STRENGTH. Having a high strength will increase the effectiveness of the warrior in hand to hand combat. However, having a high DEXTERITY and a high CONSTITUTION is also a bonus for a warrior character.

PALADIN

A paladin is a holy warrior, a crusader for the cause of good. He relies more on his own power to do good than he does that of his deity. The paladin does not have the sheer combat power of the pure warrior class; however, he has access to protection and powerful healing spells that can be used on himself or others, in order to further his cause. The paladin does not have access to spells that deal direct damage to his opponents. Since the paladin follows a righteous and lawful deity, he must have an alignment of over 350 in order to cast any of the spells in his repertoire. The paladin has two prime statistics, STRENGTH and WISDOM. His fighting skills will benefit from a high strength, and his spells will be more effective with a high wisdom. A high CONSTITUTION is also highly beneficial to a paladin. The paladin MUST be of good alignment. Like all classes, the paladin can increase his skills by using the PRACTICE command.

ANTIPALADIN

The antipaladin is a holy warrior, but he is a crusader for the cause of evil. He relies more on his own power to further his evil cause than he does that of his deity. The antipaladin does not have the sheer combat power of the warrior, but he can cast spells to aid himself and his group. Most of his spells are offensive, dealing direct damage to his opponents, but he also has protection and minor healing spells. Since the antipaladin follows an evil deity, he must have an alignment of under –350 in order to cast any spells. The antipaladin has two prime statistics, STRENGTH and WISDOM. His fighting skills will benefit from a high strength, and his spells will be more effective with a high wisdom. A high CONSTITUTION is also highly beneficial to an antipaladin. The antipaladin MUST be of evil alignment. Like all classes, the antipaladin can increase his skills by using the PRACTICE command.

SOHEI

The sohei is a warrior-monk of Eastern mythos, a member of a militant order of religious soldiers whose purpose is to defend large monasteries from attack, or advance its interests in the outer world. They are less effective in combat than a warrior, but they have the added benefit of their mystical powers. Sohei are limited to those spells which make them more effective in combat. The primary statistics for a sohei vary with how you choose to play your character. Some skills are enhanced by a high DEXTERITY, while others may be enhanced by a high WISDOM score. A high CONSTITUTION is always a good thing to have. A sohei can be of any alignment. Like all classes, the sohei can increase his skills by using the PRACTICE command.

NINJA

The ninja is a member of a mysterious secret society dedicated to covert operations such as espionage and assassination. The ninja’s reputation is one shrouded in mystery, and their abilities seem almost magical to the average person. Ninja are stealthy like thieves, with some of their skills being dedicated to being practically invisible. However, the ninja is a much better fighter. His martial arts training gives the ninja a wider array of combat skills, such as the ability to disarm a monster, or prevent it from bodyslamming the group. The ninja’s prime statistic is DEXTERITY. A high dexterity will enhance the effectiveness of the ninja’s combat skills. A high STRENGTH and CONSTITUTION are also beneficial to a ninja. A ninja can be of any alignment. Like all classes, the ninja can increase his skills by using the PRACTICE command.

JEDI

A Jedi is a member of an elite, but diverse, order which spans the galaxy over. The Jedi believe in an all-encompassing energy field called the Force, which they have learned to utilize for their "magical" powers. Jedi training is rigorous and rigid, designed to discourage transgressions and reward great discipline, for a Jedi who fails his training and is tempted to quick power by the Dark Side of the Force is dangerous indeed. Besides being trained in the usage of the Force, Jedi are also given extensive combat training. Since the Force is a demanding master, and permits no man to be ‘in the middle’, a Jedi cannot have an alignment of between 349 and –349. A Jedi has three prime statistics: STRENGTH, INTELLIGENCE, and WISDOM. A light Jedi’s healing spells will benefit greatly from his wisdom, and a dark Jedi’s damage effects will similarly be enhanced by a high intelligence. Both types of Jedi benefit in their combat skills from a high strength. A Jedi can be of either good or evil alignment, and will have a different choice of spells available based on this choice. It is difficult for a Jedi to change alignment after level 8, so choose your allegiance early! Like all classes, the Jedi can increase his skills by using the PRACTICE command.

RANGER

The ranger is a remort-only class. You cannot choose to be a ranger for your first character, but must achieve immortality and choose to be reborn as one. The ranger is adept at woodlore and wilderness survival, being able to forage his own food and water and travel long distances while tracking down his quarry. His animal friends are constant companions, helping him along on his journey through the world.

Through his attunement with Nature, the ranger has learned certain magical spells that will help him to survive in the wilds, such as minor healing spells, as well as skills such as camouflage. In addition, the ranger has at his disposal a wide array of combat skills. The two primary statistics for a ranger are DEXTERITY and CHARISMA. A high dexterity score enhances the ranger’s combat skills, and the number of animal companions a ranger can have is governed by his charisma. The ranger can be of any alignment. Unlike most classes, the rangers do not have a guild system within the town. However, there are several wise veteran rangers to be found wandering through the wilds of the world for you to learn from, using the PRACTICE command.

BARD

The bard is a remort only class. You cannot choose to be a bard for your first character, but must achieve immortality and choose to be reborn as one. The bard is a charming rogue, a wandering musician with a quicksilver tongue and a reputation for being quite adept at escaping just before his welcome is worn out. The bard isn’t as well suited to combat as some other classes, his background making him a better diplomat or negotiator than a fighter. However, through his great charisma, the bard is able to influence people to do things the way he thinks they should be done. Through his travels, the bard learns a great deal about lore and legends, and can probably tell you something about just about anything. Bards must obtain instruments from the Bardic Colleges in order to sing any songs. The primary statistic for a bard is CHARISMA. A high charisma score will enhance the effectiveness of the bard’s songs. A bard can be of any alignment. Like all classes, the bard can increase his skills by using the PRACTICE command


Classes

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