Welcome to Retromud! Congratulations on choosing Biomancer as your primary guild! In choosing Biomancer, you picked a guild that couldn't swing a sword if it's life depended on it. We are healers, not fighters. Your job as a Biomancer in a party is to heal the up-front fighters from the middle row. Rest assured, this is NOT boring. A Biomancer can make or break a party, depending on her skill. Your new life begins in the Biomancer Guild, in the town of Gyndia, on the planet Welstar. Remember that. You'll be coming back often to train. Here you are, a fresh, new Biomancer, raring to go help someone. Hold that thought. As boring as it seems, you need to explore the world. Exploring nets you a small bit of experience for each new room explored, so be thorough. The recommended amount of exploration is 40% of the world. Bare Minimum? Explore every city on every planet, and learn how to go from planet to planet without using the teleporters in the adventurer's guilds. An important landmark to remember is the north gate of Keystone City on Welstar. The north gate, or 'Ngate', is the most common meeting point in the game, so if someone asks to meet at ngate, they want to meet at the north gate of Keystone. If they want to meet at any other city gate, they'll probably tell you the name of the city. Explore, explore, explore. You're no good to anyone if you can't find your way around. Next, you should find a master. It's not essential, but it's a VERY good idea. Your master is another Biomancer with more experience than you (Level 20). Your master can give you bonuses to 3 skills of his choosing, as well as teach you, to cut training costs. On top of this, she can give you a title of her choice. A good master is a serious help. Get one. Now with that out of the way, on to the good stuff, Skills and Spells. All skills and spells from level 1-9 can be trained up to 70% for no gold. From level 10-14, you can train to 60%. From level 15-20, 50%. Get every single spell to these minimums. There are 3 kinds of healing spell: Direct healing is the most powerful, affecting one target in the same room. These are your bread and butter, and should be brought to their maximums: Cure Light Wounds (Level 1) Cure Minor Wounds (Level 4) Cure Serious Wounds (Level 7) Cure Major Wounds (Level 12) Heal (Level 16) Greater Heal (Level 20) Party Healing heals all members of your party in the same room. It's good for when an enemy mage nails the party with an area spell. A tad expensive, but a big time saver. Lesser Party Heal (Level 12) Healing Circle (Level 16) Greater Party Heal (Level 19) Distant healing is used on members of your party that you cannot target directly, because they are in another room. They can also be used while you are blind! Related to the Distant Healing spells are Distant Transfer spells. They heal more, but you are hurt badly in return. Don't worry, Transfer spells cannot kill you. Aside from healing, Biomancers have several other useful spells that make them a welcome addition to any party. Remove Scar (Level 11): Does just what it says, it removes scars. Scars are bad. Keep this one well trained, and remove scars whenever you see them on yourself, or anyone else. People usually like it when you remove scars without being asked to. Minor Choler* (Level 14): Putting this spell on a target boosts it's spell regeneration by an amount depending on your wisdom and training in it. Max this one out! Minor Phlegm* (level 15): If someone asks you for 'unpain', this is what they want. It increases the target's maximum hp for a time, dependant on your wisdom and training. Max this one out! Destroy Spiritus* (Level 16): The Biomancer's only direct damage spell. Up to 700 points of disintegration damage, but only to humanoid targets. Useful for killing small foes that get in your way. Keep it on hand, because you never know... Iron Will (Level 17): Anyone going into battle with you will ask for this. Iron Will makes it's target much harder to stun a real life saver. Keep this one fully trained. Remove Exhaustion (Level 18): Also called 'remex' for short, this spell restores lost endurance points. It gives back ep at a rate of 2sp per 1ep healed. Every time you use it, it tries to bring it's recipient back to full ep, so it can be very draining. Interesting note: failing this spell costs only 1sp, so you really don't need to have this at it's absolute maximum. Cure Disease (Level 18): Removes a PHYSICAL disease from it's recipient. Be sure to diagnose your patient first, though! Major Sanguine* (Level 20): This spell bestows 12% physical damage reduction and 13% poison damage reduction on it's target. It doesn't last long, but it stacks with other protection spells, and is handy to know. *: These spells only work on certain races, be careful. Many other spells exist that you can train, but these are the really important ones. Some races are healed less by your magic than others. if you are ever curious about how effective a healing spell is, check the spell's help file. The numbers displayed are specific to YOU, at that moment, in that location, so a level 5 biomancer on Crypt would get different numbers than a level 20 biomancer on Welstar. Check your numbers every few levels. Skills! Abilities requiring no magic power at all. Here are the most important ones. First Aid (Level 2): One of the first things you learn, but don't forget it! This revives an unconscious player from the brink of death. Mana Save (Level 6): Every time you fail a spell, this skill comes into use. If Mana Save succeeds, the loss of sp is cut in half! Mana save is an arcane skill, which means tha you can train it up to your hermetic skill max, rather than your normal skill max. Max this out as soon as possible, and ask your master for a bonus in it. Diagnose (Level 9): Gives someone 'An embarassing medical examination' and finds out if they are diseased in any way. Do this before trying to cure a disease, as your chances of success are raised. Assist (Level 13): Lets you physically DRAG an unconscious player into another room, safely out of battle. Just be sure you have the muscle to drag him, though. Quick Chant (Level 15): This skill can cut your casting time by up to half. Train this arcane skill as high as possible, to take full advantage of it. Surgery (Level 17): Cut open a sleeping player and fix her internal injuries. Failing this skill is harmless, but a fumble is something to be wary of. Treats CHA,PER,STR,AGI,DEX, and CON loss. Examine (Level 18): Lets you check a player for any internal injuries that may cause stat loss. Do this every time before surgery. Brain Surgery (Level 19): Just like surgery, but for the brain. Treats stat loss that normal surgery cannot handle. Once again, fumbling this skill is not a good thing. Treats INT and WIS. This is just a sample of the biomancer's abilities! When you hit level 14, you can (But shouldn't yet) take a secondary class, which grants even more abilities! Telemancer: Mage with the power to teleport. The stat bonuses are awful, but the skill are AMAZINGLY useful through all 14 levels of it. Lifemaster: Sort of the opposite of Telemancer, because most of Lifemaster's skills are worthless, except for a small handful, but the stat bonuses each level are ex cellent, and it gives access to special healing tertiary guilds. This is usually the next step for a biomancer. Toximancer: Mage specializing in poison damage. Sick of doing nothing but healing? Go for this. Shaman: Spiritual magic user with some strange, but useful abilities. Cleric: Gives out some special spiritual healing spells, such as lesser miracle, but that's about it. Just because you have 14 in a Secondary doesn't mean you can't go back and take 9 levels in any of these, so keep an open mind. Once again, welcome to Retromud! If you have questions, don't hesitate to ask! |