The Abjurer Guild, located in the immortal city of Sauronon in Wysoom, is dedicated to protective magics. Its members utilize skills and spiritual spells to protect all members of a party. The abjurer is concerned not only with the safety of the front row, but the entire party. Contents: 1. How do I get started? 2. Useful spells from level 1-13 3. Useful skills from level 1-13 4. Spells and skills beyond level 13 4. General hints and tips on the Abjurer Guild 1. How do I get started? The first thing any player new to Retro should do is explore! The Retroverse is vast and few people have explored all its frontiers. You get experience for exploring areas, which are marked on outerworld maps with certain letters. You can type map to see a map of the area. Once you have explored a little bit and have some experience on you, you can increase your powers by gaining levels. This is done by going to any Adventurer's Guild, in the middle of most cities, and finding the advancement room. You can also advance your guild levels. Guild levels are where you get your real power from, especially later on when and if you decide to join tertiary guilds. But for now, you can advance in the Abjurer Guild and gain more stat points and spell points. 2. Useful spells from level 1-13 Now that you have advanced your level a little bit and are ready to train, what spells are good to train? What will help you most right now, and what are not essential until later? Here is a list of some spells and skills that are good to have. MAGIC MISSILE: (level 1) This spell is the basic magic spell and is the only offensive spell that abjurers receive. It will do about 50 points of damage to your enemy, but this damage is affected by your intelligence (INT). LIGHT: (level 1) This spell will create an orb of light that follows you around. This helps if your race can only see in light or if you are walking around at night or in a dark area. You can cast this spell at any person. DARKNESS: (level 1) This spell is similar to LIGHT but produces the opposite effect, good for dark-loving races. IRONSKIN: (level 2) Ironskin is the first of the Armor Class, or AC, spells that you receive. AC spells give bonuses to armor class, which makes it harder for the tank to get hit by monsters. Ironskin gives a bonus of 20 to AC. STONESKIN: (level 4) Stoneskin is an AC spell that gives a bonus of 40 to AC. SHIELD OF PROTECTION: (level 6) Shield of Protection is an AC spell that gives a bonus of 60 to AC. SOLIDITY: (level 6) Solidity is a spell that protects against spells that seek to change the physical form of a player, such as Curse which turns you into a frog or Calcify, which could turn you into stone. FLOATING DISC: (level 7) Floating Disc creates a magical disc that you can store many items in. This is good in parties to hold treasure, and also for yourself if you are exploring and killing and can't hold it all yourself. BLURRED IMAGE: (level 8) Blurred image is an AC spell that gives a bonus of 80 to AC. SHELTER: (level 8) Shelter is an extremely useful spell that creates a magical enclosure around a room. No one can enter the room unless they have a spell called free action or if the shelter is destructed. At level 9, Abjurers receive 5 of 9 Minor resistance spells. Resistance spells protect the tank from certain damage types. Here is a list of the different damage types, (you can also type 'help damage types' for more info on this). Physical, Magic, Fire, Cold, Electric, Psionic, Asphyxiation, Acid, Illusion, Poison, Harm, Holy, Unholy, and Sonic. Of these, the only damage types that abjurers can't protect against are psionic, holy, and unholy. Evil guilds such as cultist or necromancer protect against holy, good guilds such as templar or paladin protect against evil, and psionicists protect against psionics. Resistance spells come in two varieties, Minors and Majors. Minor resistance spells can reduce damage taken from damage types by up to 25% and major resistance spells can reduce damage up to 50%, therefore if you apply both Major and Minor resistance of the same damage type, the target is resistance by 75%. Resistance spells have a base duration of 2 minutes. This is how long the effects of the spell last. Later on, as you advance in the guild, you will be able to increase this duration, but for now it is affected mainly by your INT. Here then are the resistance spells and the levels you receive them at. Level 9: Minor asphyxiation resistance Minor poison resistance Minor fire resistance Minor cold resistance Minor electrical resistance Level 10: Minor physical resistance (train this one as soon as you can, it is very important for newbie parties). Level 12: Minor acid resistance Level 13: Minor magical resistance Level 14: Minor harm resistance Level 15: Major asphyxiation resistance Level 16: Major electrical resistance Level 17: Major poison resistance Major illusion resistance Major sonic resistance Level 18: Major disintegration resistance Level 19: Major acid resistance Major fire reisistance Level 20: Major harm resistance Major cold resistance Major physical resistance As you increase your experience and knowledge of RetroMUD, you'll begin to understand more about damage types. These spells are really the core of the guild. Okay where were we? Here are some other spells you will find useful that are after level 9. DISPLACEMENT: (level 10) Displacement is an AC spell that gives a bonus of 100 to AC. SHADOW ARMOR: (level 12) Shadow armor is an AC spell that gives a bonus of 120 to AC. 3. Useful skills from levels 1-13 ATTACK: (level 1) This skill helps you do damage with a weapon or your bare hands, it is very important if you wish to go kill monsters on your own. CONSIDER HUMANOID: (level 1) This skill lets you see how you compare to a humanoid monster, and will help you decide whether you should attack a monster or leave it alone and save your life! KATSU: (level 4) This skill allows you to bind some of your wounds. If you have no other way of healing yourself, it can be extremely useful. STAFF, DAGGER: (levels 4 and 5) These skills let you do damage with staves or daggers. Keep in mind that when you reach a certain level in the abjurer guild, there will be a restriction place upon you, and the only weapons you can use will be your hands. CEREMONY: (level 7) Ceremony will give you a greater chance of successfully completing your next spell or skill. You won't know if you have been able to use the ceremony skill successfully, but it is a very helpful thing to have. PALM SMASH: (level 8) Palm smash allows you to use your hands to smash doors. SPIRIT EYE: (level 10) Spirit eye is a skill that will show you how many rounds are left in the casting of a spiritual spell. It is an automatic skill, that is, it gets checked when you are invoking a spell automatically. MEDITATION: (level 11) Meditation is one of the most important skills in the entire guild. If you are resting, you may use mediation to regain spell points. The higher % you have this skill trained to, the more spell points you will regain. AMBIDEXTERITY: (level 11) This skill allows you to use both hands when fighting, or two weapons, and will increase damage. 4. Spells and skills from level 14-20 Once you have decided that it is time to advance to level 14 and beyond, you will be able to gain more power. Every guild in this game lets you get much more power at level 14-20 than in the first 13 levels. Also, there are some very important skills at level 14 and beyond. You will want to have all 3 of the skills, INCAPACITATE, and especially AIKIDO. INCAPACITATE will help you slow down monsters you are fighting in combat. AIKIDO is your martial arts hand-to-hand combat Skill. 5. General hints and tips. * Explore, explore, explore! The more explore you get, the more experience you'll get and the better you'll learn the Retroverse. * AC spells will give you dues when their effect wears off. You will need 1,000 guild dues to gain 16th level, and each level until 20th costs an additional 2,000 guild dues, up to 9,000 needed dues at level 20. dues beyond You will receive more dues if you are in a party than if you aren't. * Be an apprentice! Anyone who is a prime Abjurer can apprentice you, and you will gain insight from their teachings and be able to train your spells and skills at a reduced cost. * Make friends, get into newbie parties. Abjurers are one of the most useful characters on this MUD, and without them tanks wouldn't be able to tank many of the bigger monsters. If you get into a newbie party with a tank, an abjurer and a biomancer, * Use your notebook (help note) or your own notekeeping method to keep notes on the various NPCs you meet, and what protection spells you need to use against them. You will find that through your career these notes will aid you greatly. You can also ask higher level players for help. * To learn more about the various paths available to the abjurer guild, check "help abjurer paths". Remember: This mud is challenging, but that's what makes it fun and it takes a special kind of person to play it and especially the Abjurer's Guild. Good Luck!! |