BlackMUD has 17 classes and sub-classes.

These are the subclasses, listed by base class


Warrior

Anti-Paladin

Anti-Paladin

Anti-Paladins are the polar opposites of their better known adversaries, Paladins. Though considered servants of evil, Anti-Paladins serve no one but themselves. They thrive on the pain and suffering that greed-driven people pay them to inflict on others. In essence they are little more than highly skilled mercenaries. Anti-Paladins often serve as military commanders for corrupt nobles and merchants. It is said that kings would sooner invite an assassin to dinner than have an Anti-Paladin in their service. Of course this doesn't mean that no king employs them. In addition to their warrior skills, Anti-Paladins are able to cast some clerical spells and employ some thief skills.

Anti-Paladins retain all of the basic warrior skills and gain the following spells as well:

BLESS Usage: cast 'bless' (victim or object) Bless on a victim will improve the victims saving throw versus spells, and furthermore improve their hitroll. Bless on an item currently has no defined action. It is only possible to bless non-evil items, and the object blessed may weigh no more than five pounds per level of caster. Eventually, there may be monsters that take extra damage from blessed weapons, so it may be useful.

BLINDNESS Usage: cast 'blindness' (victim) Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalty to both hitroll and AC.

CAUSE CRITICAL Usage: cast 'cause critical' (victim) Upon casting this spell, the caster sends wracking pain through the body of the victim. If the caster successfully touches (hits) the victim, the spell does 3d8+3 points of damage.

CAUSE LIGHT Usage: cast 'cause light' (victim) This spell causes 1d8 hitpoints of damage.

CAUSE SERIOUS Usage: cast 'cause serious' (victim) Upon casting this spell, the caster sends wracking pain through the body of the victim. If the caster successfully touches (hits) the victim, the spell causes 2d8+2 hitpoints of damage.

CURSE Usage: cast 'curse' (victim | object) Curse cast on a person that fails the saving throw, will reduce the hit and damage rolls by the caster's level divied by ten. It will also reduce the saving throw versus paralysation by one. Curse can only be cast on certain items.

DETECT EVIL Usage: cast 'detect evil' [self] Detect evil will enable you to see the red aura surrounding evil persons and items.

DISPEL GOOD Usage: cast 'dispel good' (victim) This spell will banish good summoned creatures back to the plane upon which they originated.

ENERGY DRAIN Usage: cast 'energy drain' (victim) This spell is both extremely evil in nature and devestating in effect. The victim of this spell can be drained of his/her life energy.

HIDE When you type hide there is a chance that you hide in the room. If hidden you can only be "sensed" by the "sense life" spell. Even if sensed your identity will remain hidden. You can only do certain commands while hidden. Use of other commands will cause you to be revealed.

HOLY WORD Usage: cast 'holy word' With this spell, the cleric calls upon the raw power of their diety to smite differently aligned people. This is a VERY hostile spell capable of wreaking great devastation of disbelievers. This spell is an area of affect one, and as such, all non-grouped people will be subjected to it. Neutral clerics will affect both evil and good victims, good clerics will only affect evil victims and evils clerics will only affect the good. If the victims falls within one of those parameters they are considered a valid target. Should the target be an extra-planar being, they will be destroyed and their spirit banished to their home plane. If the victim is not an extra-planar being then the affect of the word is dependant on the level difference of the caster and the victim. Should this level difference be greater than 30, the victim will be utterly destroyed by the clerics show of power. Should this difference be greated than 20, the victim will be damaged for the difference * 3 points of damage, they will be blinded and paralyzed (in awe, no doubt) for a period no longer than the caster's level divided by 10. The difference be greater than 10, the victim will be damaged the difference * 2 hitpoints and will be silenced and blinded for a period not to exceed the caster's level divided by 10. Should the difference only be somewhere between 1 to 9, the cleric's word will knock the victim on their butt and blind them for a period not to exceed the caster's level divided by 10. If the caster is actually of lower level than the target, this spell will just piss the victim off.

POISON Usage: cast 'poison' (victim | food | drink) Casting poison on food or drink (containers) will poison it. Eating poisoned food/drinks will poison the person eating or drinking. A person who is poisoned will suffer 15 points of damage every hour, and gain less points than usual. Sometimes a monster's poison is FATAL, so beware.

REMOVE POISON Usage: cast 'remove poison' (victim | food | drink) Will remove poison.

SNEAK Used for sneaking (moving in and out of rooms without anyone taking notice). When you type sneak, there is no way to know if you actually sneak. If you successfully sneak, then you will continue to sneak for a little while. When you are sneaking, many monsters that would otherwise attack you will not notice you, allowing you to go places that no others can get to.

SPIRIT ARMOR Usage: cast 'spirit armor' (target) When casting this spell, the priest calls upon their deity to encase the target in a mystical armor. Dieties have only been known to do this to targets who are not of the opposite alignments of the caster. (Good cannot cast it on evil...) This spell will decrease the target's armor class by the level of the caster, with a minimum of 10.

TRUE SIGHT True sight allows you to see hidden creatures, and invisible creatures, it is a (temporary) cure for blindness, and allows you to see in the dark, or will soon.

WEAKNESS Usage: cast 'weakness' (victim) This spell causes the victim's physical strength to be reduced.


Paladin

Paladin

The recognized defenders of all that is good, Paladins are revered by people from all walks of life. Paladins seldom serve nobles, though several are known to serve as officers in the army of Makilor. However most Paladins do serve the high clerics of Phaet. Paladins place justice and righteousness above all. Many people often turn to Paladins for judgment in disputes. Paladins are able to cast many clerical spells in addition to their martial skills.

Paladins retain all of the basic warrior skills and gain the following spells as well:

BLESS Usage: cast 'bless' (victim or object) Bless on a victim will improve the victims saving throw versus spells, and furthermore improve their hitroll. Bless on an item currently has no defined action. It is only possible to bless non-evil items, and the object blessed may weigh no more than five pounds per level of caster. Eventually, there may be monsters that take extra damage from blessed weapons, so it may be useful.

BLINDNESS Usage: cast 'blindness' (victim) Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalty to both hitroll and AC.

CREATE FOOD Usage: cast 'create food' This spell instantly creates an edible magic mushroom. The mushroom will filling for the next (5+level) hours, up to a maximum of 24 hours.

CREATE WATER Usage: cast 'create water' (drink container) Expect icky results if cast upon a drink container which contains another liquid than water. Empty or water containers will be filled depending on the level of the caster. Double amount of water will be created if it is raining (or snowing).

CURE BLIND Usage: cast 'cure blind' (victim) This spell will cure a person blinded by the "blindness" spell, it can not remove blindness caused by for example cursed items.

CURE CRITIC Usage: cast 'cure critic' (victim) This spell cures 3d8+3 hitpoints of damage.

CURE LIGHT Usage: cast 'cure light' (victim) This spell cures 1d8 hitpoints of damage.

CURE SERIOUS Usage: cast 'cure serious' (victim) This spell cures 2d8+2 hitpoints of damage.

DETECT EVIL Usage: cast 'detect evil' [self] Detect evil will enable you to see the red aura surrounding evil persons and items.

DETECT POISON Usage: cast 'detect poison' (victim | food | drink) Cast on food or drinks (drink containers) you will be able to sense if it is poisoned. Cast on a person you will be able to see if that person is poisoned.

DISPEL EVIL Usage: cast 'dispel evil' (victim) This spell will banish evil summoned creatures back to the plane upon which they originated.

HOLY WORD Usage: cast 'holy word' With this spell, the cleric calls upon the raw power of their diety to smite differently aligned people. This is a VERY hostile spell capable of wreaking great devastation of disbelievers. This spell is an area of affect one, and as such, all non-grouped people will be subjected to it. Neutral clerics will affect both evil and good victims, good clerics will only affect evil victims and evils clerics will only affect the good. If the victims falls within one of those parameters they are considered a valid target. Should the target be an extra-planar being, they will be destroyed and their spirit banished to their home plane. If the victim is not an extra-planar being then the affect of the word is dependant on the level difference of the caster and the victim. Should this level difference be greater than 30, the victim will be utterly destroyed by the clerics show of power. Should this difference be greated than 20, the victim will be damaged for the difference * 3 points of damage, they will be blinded and paralyzed (in awe, no doubt) for a period no longer than the caster's level divided by 10. The difference be greater than 10, the victim will be damaged the difference * 2 hitpoints and will be silenced and blinded for a period not to exceed the caster's level divided by 10. Should the difference only be somewhere between 1 to 9, the cleric's word will knock the victim on their butt and blind them for a period not to exceed the caster's level divided by 10. If the caster is actually of lower level than the target, this spell will just piss the victim off.

PROTECTION FROM EVIL Usage: cast 'protection from evil' [self] The meaning of this spell is not yet fully defined.

REMOVE POISON Usage: cast 'remove poison' (victim | food | drink) Will remove poison.

SPIRIT ARMOR Usage: cast 'spirit armor' (target) When casting this spell, the priest calls upon their deity to encase the target in a mystical armor. Dieties have only been known to do this to targets who are not of the opposite alignments of the caster. (Good cannot cast it on evil...) This spell will decrease the target's armor class by the level of the caster, with a minimum of 10.

TRUE SIGHT True sight allows you to see hidden creatures, and invisible creatures, it is a (temporary) cure for blindness, and allows you to see in the dark, or will soon.


Barbarian

Barbarian

Barbarians are the big brothers of the warrior family. Less skilled with weapons than other warriors, Barbarians however are generally bigger, stronger, and more durable in battle. Preferring light tough armor, they are usually surprisingly quick. Barbarians tend to avoid large cities, preferring the open vistas. Barbarians have been known to go into strange fits during battle that makes them amazingly destructive to their opponents and sometimes their allies. Barbarians have a range of skills to help them in battle and to navigate the wilderness.

Barbarians retain all of the basic warrior skills and gain the following skills as well:

BERSERK This rage grants you an extra attack, and +2 to damage. It also increases (makes worse) your armor class by 30 points. You will not be able to flee while berserking, and you cannot constantly beserk; you must rest for a bit afterwards before attempting it again. Berserking also tends to cause you to work up an appetite.

HEADBUTT Barbarians use this to smash in the heads of their opponents, knocking them senseless.. This is a little painful on the barbarian too, but if successful is well worth the pain.


Swordsman

Swordsman

While the average warrior is proficient in all forms of armed combat, the swordsman has eschewed other weapons in order to achieve complete mastery over the blade. Without a sword in hand, the swordsman is at best a second-class warrior, but when wielding a blade, the swordsman becomes one of the most dangerous individuals in the realms. Generally, swordsmen concentrate on keeping their opponents from connecting in combat as much as they do on connecting themselves, and are known to be capable of entering a Zen-like calm before battle, during which they are capable of inflicting far more damage than would normally be possible, (see battle meditation.) Mastery over the blade also allows the swordsman to guess at a weapon's quality with a greater degree of accuracy than other warriors. While most warriors rely upon sheer brawn to carry them through battle, the swordsman uses agility and quick wits to elevate his combat from simple "hack and slash" to an elegant art form.

Swordsmen retain all of the basic warrior skills and gain the following skills as well:

BATTLE MEDITATION Usage : Battle (self) This is the swordsman's ancient rite of preparation for battle. A combination of breathing techniques to clear the mind and swordplay to adjust to the feel of battle, battle meditation puts the trained swordsman at a heightened sense of power.. and it reflects in his fighting. Of course, to use this spell, you must be a swordsman and must be wielding a sword.

BIND Usage: Bind An effective bind by a swordsman locks weapons with the victim. Neither the bindor nor the bindee can attack for 3 rounds, but group members can wail away. Nasty and effective.

EVALUATE Usage: value The evaluate skill works in combination with the value command. It will give you a rough estimate of what an item does and is worth. This ability is currently limited to Thieves and Swordsmen.


Ranger

Ranger

Rangers are second only to druids as defenders of nature. They usually avoid society and tend to roam the wilderness and live off the land. Rangers are often hired by travelers as guides or escorts. Rangers generally begin traveling as warriors and later decide to abandon the oppression of society. Rangers are able to cast a few druidic spells and have a variety of combative and survival skills. Rangers retain all of the basic warrior skills and gain the following spells as well:

ANIMAL FRIENDSHIP Usage: cast 'animal friendship' (victim) This spell may be cast once every 24 hours. It can only be cast on neutral animals of less than your level. The animals will remain your friends for 24 hours.

CLINGING MIST Usage: cast 'clinging mist' The caster of this spell creates a large volume of purple smoke to spew forth from his or her fingertips. This smoke will reveal the presence of any invisible people in the room, provided they fail a saving throw vs. spells. It does not reveal hidden people.

COMMUNE Usage: cast 'commune' Upon casting this spell, the caster becomes closer to his surroundings and is able to determine what creatures are near him. Specifically, it lists their name and location. This spell will not work indoors.

FIND TRAPS Usage: cast 'find traps' This spell increases your skill at finding traps by 35+level percent. So, at 50th level it would yield 85% accuracy.

INFRAVISION Infravision is a spell that allows you to see heat sources in otherwise dark conditions. It does not allow you to read scrolls, or find items. In addition, usage of spells which create large amounts of heat may cause temporary blindness in Infravision-affected players and monsters.

INVIS TO ANIMALS Usage: cast 'invis to animals' The caster may only cast this spell on him/herself. Upon doing so, the caster vanishes from the eyes of animals.

MALIGNANT AURA Usage: cast 'malignant aura' (victim) This spell outlines the victim in a purple glow, making them easier to hit.

NATURES BLESSING Usage: cast 'natures blessing' This spell will remove the sensation of dryness in the mouth and throat associated with a desire for liquids and sate the uneasy feeling occasioned by the lack of food. This spell also will remove any toxins that may be in a person's blood. This spell will affect all those travelling with the caster.

REFRESH Usage: cast 'refresh' (target) This spell increases the targets movement.

SLOW POISON Usage: cast 'slow poison' This spell may only be cast upon the caster. Upon doing so, it lessens the affect of poison.

SNEAK Used for sneaking (moving in and out of rooms without anyone taking notice). When you type sneak, there is no way to know if you actually sneak. If you successfully sneak, then you will continue to sneak for a little while. When you are sneaking, many monsters that would otherwise attack you will not notice you, allowing you to go places that no others can get to.

THORN SPRAY Usage: cast 'thorn spray' (victim) This spell emits a shower of thorns from the hands of the caster into the face of the victim, doing (level/2+1)d5 damage. To encourage nature to bring forth such harm, the druid must be holding a thorn.

TRAVELLING Usage: cast 'travelling' When this spell is cast the caster, and only the caster, is able to travel over any terrain type as if he were flying. Note however, this does NOT enable the caster to fly. The effects of this spell are only work outdoors.


Ranger

Cavalier

Known as the pretty-boys of the battlefield, Cavaliers are the unchallenged masters of mounted combat. Generally wealthy, they wear the finest armor money can buy even at the expense of mobility. Cavaliers typically only serve the greatest of nobles. Many knights were once Cavaliers. Cavaliers gain many advantages while fighting mounted.

Cavaliers retain all of the basic warrior skills and gain added bonuses to riding and mounted combat.


Cleric Subclasses

http://www.blackmud.com