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The clever mage who manipulates the very fabrics of our reality, creating awe-inspiring effects. The resourceful bard who weaves music into magic, turning the very world into her stage. The mysterious warlock who draws upon extra-planar powers to sprout eldritch claws from his hands. The wise cleric who performs miracles on a daily basis. The holy warrior that charges at her foes with the power of his patron surging through her veins. Caster classes on Shadowgate have access to a range of abilities and options and they certainly possess that undefinable “cool-factor” that draw players to them. Awesome as they are, they can present some issues and difficulties for new players. In this guide, we will look at different types of spell casters and give you some tips and tricks on how to play them more efficiently.
Disclaimer: This is not an “Optimized Caster Guide”. I am not the leading expert on casters, so I would not know where to begin writing one. Instead, this guide will provide you with general information about caster classes and spells. It will give you an overview of how the different classes learn, prepare and cast spells. It will not cover prestige classes or feats.
Helpful Note: If you are a new player, and especially if you are new to muds and/or Dungeons and Dragons in general, we recommend you play a non-caster first to learn the game. If you really want to play a caster, consider following the steps in the “New Player Hack” at the end of the guide.
Cleric, Mage, Oracle, Psion, Sorcerer
Pure casters are classes that rely heavily on their spells to succeed in combat. They have a good selection available and their spells are often more powerful than that of other classes. Pure casters will have to cast spells every round. At the lower levels, this often means you will need to flee combat to prepare new spells. Clerics can use medium armor and shields and are therefore better suited for melee than the other classes. Pure casters benefit the most from feats that empower their spellcasting abilities, such as the magic damage tree and the magic accuracy tree. They will also benefit the most from maxing out their casting stat, as well as constitution.
Bard, Druid, Monk, Paladin, Ranger, Psywarrior, Warlock
Hybrid casters are classes that relay on a combination of spells and melee prowess in combat. They have a smaller selection of spells than pure casters and do not normally gain access to the most powerful spells in game. Instead, they have other abilities to aid them. Hybrid classes can usually hold their own in combat and do not have to prepare spells as often as do pure casters. Hybrid classes can benefit from a combination of magic and combat feats and are usually well served maxing out their combat stat (strength or dexterity) as well as constitution and their caster stat.
Warlocks, druids and, to some extent, bards can choose to focus on their magic instead of their martial prowess, bringing them closer to pure casters. These characters are often referred to as “caster warlocks”, “caster druids” etc. and are well served maxing out their caster stat instead of their combat stat. Psywarriors, paladins, rangers and monks are warriors with a small selection of spells to aid them in combat and generally focus on combat feats.
Some Races and prestige classes gain what are known as innate spells. These are spells that your character knows by heart, either from birth or by training. They can often be cast at will. Innate casters generally benefit from the same feats as they would normally take to improve their base class, though some prestige classes may want to look at feats that empower their spells or increase their accuracy.
There are three (3) types of magic available in The Realms of Shadowgate:
There are a total of nine (9) spell levels available, though not all classes gain access to all nine levels.
As you gain caster levels, you gain access to spells of a higher spell level. Similarly, the number of spells you know of each level increases.
To see how many spells you are able to prepare of each level, see <recall CLASSNAME spells>.
To see which spells are available to each class, see <spells CLASSNAME>.
Note that the phrase “spell level” is an OOC description. Some casters will refer to level 5 spells as “spells of the fifth circle” or simply as “fairly powerful spells”.
There are nine (9) schools of Arcane Magic.
Scholars of the realm divide arcane spells into schools of magic, depending on their nature(<help mage schools>). The IC school categories are:
There are six (6) Psionic Disciplines.
Psions are born with an innate ability to manipulate the world with their mind and usually belong to one of these IC disciplines. <help disciplines> and <help discipline roleplay> will give you more information on each discipline.
There are five (5) Warlock Heritages.
Warlocks gain their powers from a mystic connection or pact with an extraplanar being. Read more about the warlock heritages in <help warlock heritages>. To choose a pact, a warlock must be of an alignment that corresponds with the entity's home plane.
There are Deities that provide access to divine Domains.
To dedicate yourself to a deity as a cleric or paladin, you must be of an alignment accepted by the deity in question. See the individual help files on each deity for a list of allowed alignments.
A cleric may choose a total of two (2) domains, one at level 1 and another at level 11. Each domain gives access to three additional spells that are added to the cleric's spell list.
The feat “Third Divine Domain” can be taken after level 21 and grants access to a third domain.
See <help deities> for a list of deities and the domains they offer.
See <help domains> for a list of domains and their respective spells.
Druids gain access to one domain, chosen at level 1. See <help druid> for a list of available domains.
In OOC terms, there are five (5) categories of spells whose definitions you may find useful:
Note: AoE-spells will damage everyone in the room, including your summoned monsters and your allies! To avoid this, pick up the “Perfect Caster” feat and make sure you and your allies are in a party (see <help party> in game). AoE spells are definitively worth using in combat as they provide consistent damage over time.
Every class has their own list of spells that they can choose from. Some classes gain access to their entire list of spells while others must choose to master a small selection of spells.
To see the spells available to each class in alphabetical order, type: <spells CLASS>
To get a list sorted by spell level type: <spells CLASS by level>
See <help spells> in game for more alternatives.
To see how many spells you may prepare and which ones you have prepared, type: <recall CLASS spells> for spells granted by most classes or <recall innate spells> for racial spells and certain prestige classes.
Most classes must prepare a spell or a spell slot in order to cast a spell. Refer to the Caster Class Guide for information on each individual class.
To forget a spell that you have previously prepared, type <forget CLASS SPELL>. This removes the spell from your list of prepared spells. You can prepare it again later.
Regardless of class or type, all spells are cast in the same way.
To cast a spell, type: <cast (CLASS) SPELL>
If the spell requires a target, type: <cast (CLASS) SPELL on TARGET>
If you are a single-classed character (SC), you do not have to specify a class when casting your spells. If you are a multi-classed character (MC), you must either specify your class when casting, or use the <pose> command (see Posing As A Caster below).
If you are casting an innate spell, type: <cast innate SPELL
Your TARGET can be any living creature and most have an ID that corresponds with their short description. If you see “a small rat” for instance, it will have the ID “rat”. Likewise, “Mack, the goblin” will usually have the ID's “mack” and “goblin”, as well as “attacker”(see below).
Certain spells require additional arguments. Refer to the individual help-files for information on these spells. We recommend you set up aliases to cast your spells. See the Tips and Tricks section for suggestions.
Tip: Any creature that attacks you is automatically given the ID “attacker” so if you wish to cast a spell on the first creature that attacks you, type <cast (CLASS) SPELL on attacker>. If there are multiple attackers in a room, you can target them by using “attacker 1”, “attacker 2” etc.
Edward The Aasimar Mage wishes to cast “magic missile” on a rat who has attacked him. He can type:
<cast magic missile on rat>
or
<cast magic missile on attacker>
Edward's race as an Aasimar, allows him to cast “light” as an innate spell. To cast “light” on himself, he would type:
<cast innate light on edward>
Donna is a mage/ranger who gains spells from both classes. If she wishes to cast the mage spell “magic missile” on the rat, she can type:
<cast mage magic missile on rat>
or
<cast mage magic missile on attacker>
If Donna wishes to cast the ranger spell “barkskin” on herself, she would type:
<cast ranger barkskin>
Tip: Certain commands use the | figure on your keyboard. If you cannot find it on your keyboard, you can access it by using your numeric keypad: * Activate NUM LOCK on your keyboard. * Hold the ALT key and type 124 on your numeric keyboard. * Release the alt key.
Characters can now use the <pose> command to pose as a specific class. This simplifies spell-casting and helps those of you that gain spells from more than one class. If you are a ranger/mage, you can use <pose mage> to set your caster class to “mage”.
Donna is a ranger/mage who gains spells from both her ranger and mage classes. She can prepare and cast spells conventionally by using the steps above, or she can choose to use the pose mechanism. To cast the mage spells “armor” and “light”, Donna would type:
<pose mage>
<cast armor>
<cast light on donna>
If Donna wishes to cast the ranger spell “barkskin”, she would have to change her pose:
<pose ranger>
<cast barkskin>
If you use this method, we suggest you use a hot-key or an alias to quickly change your pose.
To get a list of spells that you have cast and that are currently in effect, you can type:
<dispell>
If you have recently cast “armor” and “blink” on yourself, your list will look something like this:
-=-=-=-=-=
0. armor
1. blink
-=-=-=-=-=
If you wish to dispel “armor”, you can type <dispell armor> or <dispell 0>. Note that this will move “blink” up the list, so your list would look like this:
-=-=-=-=-=
0. blink
-=-=-=-=-=
You cannot cast a class spell while wielding anything in your hands.
Certain weapons bypass this restriction. The substance known as “wizard oil” can be bought from players or vendors that become available when you reach the higher levels (30+). This substance can be applied to a weapon, which allow you to cast while wielding said weapon.
Certain classes or feats also bypass this restriction. For example, warlocks can cast spells while wielding their eldritch weapons and the prestige class eldritch knight allows you to cast spells while wielding a weapon. Innate spells can also be cast while wielding a weapon.
You can cast a spell while wearing a shield that you are proficient with (remember to <wear shield>).
You can cast spells in any armor that your caster class grants you proficiency with.
Warlocks, bards, psywarriors and rangers can cast in light armor.
Druids, clerics and oracles can cast in medium armor.
Paladins can cast in heavy armor.
Mages, psions, sorcerers and monks cannot cast while wearing any types of armor.
Spells no longer require components, though some spells consume gold. Refer to each spell's individual help file for details on this.
Some spells, such as “invisibility” and most scrying spells (“magic mirror”, “silver sight”), drain you of stamina. Beware of this if you intend to travel while having these spells active. This is not necessarily noted in the spell help file, so keep an eye on your stamina.
Certain spells require a particular environment to work. This especially effects many ranger and druid spells, such as “heart of the wild” and “meld into nature”. The spell help file will notify you if this is the case.
Other spells require an object to be present in the room with you. For example, “magic mirror” requires the existence of a special mirror, which can be found in most mage towers around the world (Tabor and Shadow should both have one) and in some hidden locations. The spell help file will notify you if this is the case.
Casters That Prepare Individual Spells: Cleric, Druid, Mage, Paladin, Ranger.
Spontaneous Casters: Bard, Monk, Oracle, Sorcerer, Warlock.
Psionic Classes: Psion and Psywarrior
Class Type: | Pure Divine Caster |
Caster Stat: | Wisdom |
Note: Clerics can hold their own in combat and could benefit from some combat oriented feats.
Clerics gain access to spells through the favor of their deity. They have access to every spell listed in <spells cleric>, provided they are powerful enough to cast it. Each deity offers a small selection of domains which give you access to additional spells.
To see a list of available domains and their associated spells, type <domains>.
To pick a domain, you must first find your church and then type <pick DOMAIN>. Luckily, the church in Offestry will have a shrine for each deity where you can pick your first domain.
Tip: You are free to ask other characters IC for directions to your temple.
Clerics prepare individual spells, using the <prepare> command.
To prepare a spell, type: <prepare cleric SPELL>
To prepare as a spell several times, type: <prepare cleric SPELL times NUMBER>
For example, <prepare cleric bless times 3> will let you prepare bless three times.
To see which spells you have prepared and how many you may prepare, type: <recall cleric spells>
Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the Tips and Tricks section form more information on prepare lists.
Cleric spells do not require components. They can cast in any type of armor that they are proficient with and they may wear a shield while casting.
Class Type: | Hybrid Divine Caster |
Caster Stat: | Wisdom |
Druids can function as Pure Divine Casters if they choose to focus on feats that empower their magic.
Druids gain access to spells through their connection with nature. They have access to every spell listed in <spells druid>, provided they are powerful enough to cast it.
Druids prepare individual spells, using the prepare command.
To prepare a spell, type: <prepare druid SPELL>
To prepare as a spell several times, type: <prepare druid SPELL times NUMBER>
For example, <prepare druid faerie fire times 3> will let you prepare faerie fire three times.
To see which spells you have prepared and how many you may prepare, type: <recall druid spells>
Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section for more information on prepare lists.
Druid spells do not require components, though some spells require a certain terrain type to function, such as being outdoors, in a wooded area, near a pond etc. Refer to the individual spell help files to see which spells are limited in such a manner. Druids can cast spells in light and medium armor, provided it is not made of metal.
Druids cannot cast spells while shape-shifted. The feat “Wild Spellcraft” will allow a druid to cast non-offensive spells that only target themselves while shape-shifted.
Class Type: | Pure Arcane Caster |
Caster Stat: | Intelligence |
Note: Mages are pure casters and benefit the most from feats that increase the power and potency of their spells.
Mages can only prepare spells from the <spells mage> list that they have learned by copying them to their spell-book. You will receive a free spell-book when you create your mage character. If you multiclass into a mage, you will have to buy one at a Mage Guild (see below).
Mages gain such spells in two ways:
<spells mage by level> will give you a list of spells, sorted by level. <master> will show you how many spells you can master of each level. <master list> will show you which spells you have mastered. <master SPELL> will let you master the specified spell. <master forget SPELL> will let you forget a spell(removing it from your spell-book), so that you can learn a new one.
Note: After mastering a spell, drop your book and pick it up again for the spell to appear in your book. If a mastered spell does not show up in your spell-book after dropping it, try to save and relog and check again.
To see which spells you have learned, type <look book> or <look spell book>.
Tip: Take good care of your spell-book. It is recommended that you put it inside a wearable pouch (found in most general stores) when not using it. It is also possible to <wield book> to prevent theft, though you cannot cast spells while wielding your book(remember to <unwield book>). To create a “back-up” of your book, you have to visit a Mage Guild (see below).
Mages prepare individual spells, using the <prepare> command.
To prepare a spell, type: <prepare mage SPELL>
To prepare as a spell several times, type: <prepare mage SPELL times NUMBER>
To see which spells you have prepared and how many you may prepare, type: <recall mage spells>
Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section form more information on prepare lists.
Mages can only cast spells while not wearing any armor. The feat “Armored Caster” lets you cast while wearing light armor, provided you also have the feat “light armor proficiency”. Casting in armor decreases the potency of your spells slightly.
Most major cities have a Mage Guild that you can visit to use the following services:
You will find your first fully functional Mage Tower northeast in the City of Tabor.
Class Type | Hybrid Divine Caster |
Caster Stat | Wisdom |
Note: Paladins are holy warriors that gain access to a small selection of spells.
Paladins gain access to spells through their connection with their deity. They have access to every spell listed in <spells paladin>, provided they are powerful enough to cast it.
Paladins prepare individual spells, using the prepare command.
To prepare a spell, type: <prepare paladin SPELL>
To prepare as a spell several times, type: <prepare paladin SPELL times NUMBER>
For example, <prepare paladin bolster times 3> will let you prepare bolster three times.
To see which spells you have prepared and how many you may prepare, type: <recall paladin spells>
Paladin spells do not require components. They can cast in any type of armor that they are proficient with and they may wear a shield while casting.
Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section form more information on prepare lists.
Class Type | Hybrid Divine Caster |
Caster Stat | Wisdom |
Note: Rangers are warriors that gain access to a small selection of spells.
Rangers gain access to spells through their connection with nature. They have access to every spell listed in <spells ranger>, provided they are powerful enough to cast it.
Rangers prepare individual spells, using the <prepare> command.
To prepare a spell, type: <prepare ranger SPELLNAME>
To prepare as a spell several times, type: <prepare ranger SPELLNAME times NUMBER>
For example, <prepare ranger speak with animals times 3> will let you prepare speak with animals three times.
To see which spells you have prepared and how many you may prepare, type: <recall ranger spells>
Ranger spells do not require components, though some spells require a certain terrain type to function, such as being outdoors, in a wooded area, near a pond etc. Refer to the individual spell help files to see which spells are limited in such a manner.
Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section for more information on prepare lists.
Class Type: | Hybrid Arcane Caster |
Caster Stat: | Charisma |
Note: Bards can chose to focus their feats on either combat or magic, or learn a combination of both for a true hybrid build.
Bards gain access to spells through their connection to music and history. They learn spells from the <spells bard> list through the master command in the following manner:
Bards are spontaneous casters and prepare spell levels using the prepare command. Instead of preparing individual spells, bards prepare a number of spell slots for each spell-level that they can cast. If a bard has prepared 1 level 1 spell slot, for instance, he/she can cast any 1st level spell from the bard spell list.
To prepare a spell slot, type: <prepare bard level NUMBER> where NUMBER is the spell level you are trying to prepare.
To prepare a spell slot several times, type: <prepare bard level NUMBER times NUMBER>
For instance, <prepare bard level 1 times 5> lets you prepare 5 spell slots of 1st level.
To see which spell slots you have prepared and how many you may prepare, type: <recall bard spells>
Bard spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat.
Class Type | Hybrid Arcane Caster |
Caster Stat | Wisdom |
Note: Monks are martial arts warriors.
Monks that have specialized in either the “way of the shadow” or the “way of the elements” gain access to a small selection of arcane spells. They manifest these spells by harnessing their inner energy, a mystical power known as Ki. See the help files on each individual way for a list of available spells.
Monks do not have to prepare spells or spell slots. Instead, they draw on their pool of Ki points to manifest any power that they can cast. To see which spells are available to you, how many Ki points they cost to manifest and how many Ki points you have, type <ki>.
Tip: You can add the number of available ki points and the number of ki point spent to your prompt. See <help prompt> in game.
Class Type: | Pure Divine Caster |
Caster Stat: | Charisma |
Note: Oracles are pure casters and benefit the most from feats that increase the power and potency of their spells.
Oracles gain access to spells through many sources, namely through patrons that support their ideals. They learn spells from the <spells oracle> list through the master command in the following manner:
Oracles are spontaneous casters and prepare spell levels using the prepare command. Instead of preparing individual spells, oracles prepare a number of spell slots for each spell-level that they can cast. If a oracle has prepared 1 level 1 spell slot, for instance, they can cast any 1st level spell that they have mastered.
To prepare a spell slot, type: <prepare oracle level NUMBER> where NUMBER is the spell-level you are trying to prepare.
To prepare a spell slot several times, type: <prepare oracle level NUMBER times NUMBER>
For instance, <prepare oracle level 1 times 5> lets you prepare 5 spell slots of 1st level.
To see which spell slots you have prepared and how many you may prepare, type: <recall oracle spells>
Oracle spells do not normally require components. You can cast in any armor you are proficient with and you may wear a shield while doing so.
Class Type: | Pure Arcane Caster |
Caster Stat: | Charisma |
Note: Sorcerers are pure casters and benefit the most from feats that increase the power and potency of their spells.
Sorcerers gain access to spells through their innate connection with magic, possibly due to some mysterious ancestry. They learn spells from the <spells sorcerer> list through the master command in the following manner:
Sorcerers are spontaneous casters and prepare spell levels using the prepare command. Instead of preparing individual spells, sorcerers prepare a number of spell slots for each spell-level that they can cast. If a sorcerer has prepared 1 level 1 spell slot, for instance, they can cast any 1st level spell that they have mastered.
To prepare a spell slot, type: <prepare sorcerer level NUMBER> where NUMBER is the spell-level you are trying to prepare.
To prepare a spell slot several times, type: <prepare sorcerer level NUMBER times NUMBER>
For instance, <prepare sorcerer level 1 times 5> lets you prepare 5 spell slots of 1st level.
To see which spell slots you have prepared and how many you may prepare, type: <recall sorcerer spells>
Sorcerers can only cast spells while not wearing any armor. The feat “Armored Caster” lets you cast while wearing light armor, provided you also have the feat “Light Armor Proficiency”. Casting in armor decreases the potency of your spells slightly.
Most major cities have a Mage Guild that you can visit to use the following services:
You will find your first fully functional Mage Tower northeast in the City of Tabor.
Class Type: | Hybrid Arcane Caster |
Caster Stat: | Charisma |
Note: Warlocks can choose to focus on their magic or on melee prowess, or choose a combination of both.
Warlocks gain access to their powers through their connection and/or pact with an extraplanar being. They learn their spells from the <spells warlock> list with the <master> command.
Warlocks are spontaneous casters that do not have to prepare anything in advance. They can cast any spell that they have mastered at will.
Warlock spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat. Warlocks can also cast while wielding their eldritch weapons, be it claws, a glaive or a bow.
Class Type: | Pure Psionic Caster |
Caster Stat | Intelligence |
Note: Psions are pure casters and benefit the most from feats that increase the power and potency of their spells.
Psions gain access to spells through the psionic power of their own mind. They learn spells from the <spells psion> list through the master command in the following manner:
In addition, each psion learns a number of spells based on their chosen discipline that they can cast once they are high enough level.
Psions are spontaneous casters that prepare power points instead of spells. Each spell that they cast subtracts a number from their pool of power points.
<prepare psion points times NUMBER> will allow you to prepare the specified number of power points.
To see how many power points you are able to prepare, use <recall psion spells>.
Tip: You can add the number of available power points and the number of power points spent to your prompt. See <help prompt> in game.
Psions can only cast spells while not wearing any armor. The feat “Armored Manifester” lets you cast while wearing light armor, provided you also have the feat “Light Armor Proficiency”. Casting in armor decreases the potency of your spells slightly. Psionic powers do not require any components.
Class Type | Hybrid Psionic Caster |
Caster Stat: | Intelligence |
Note:Psywarriors are warriors that use psionic powers to bolster their combat prowess.
Psywarriors gain access to spells through the psionic power of their own mind. They learn spells from the <spells psywarrior> list through the <master> command in the following manner:
Psywarriors are spontaneous casters that prepare power points instead of spells. Each spell that they cast subtracts a number from their pool of power points.
<prepare psywarrior points times NUMBER> will allow you to prepare the specified number of power points.
To see how many power points you are able to prepare, use <recall psywarrior spells>.
Tip: You can add the number of available power points and the number of power points spent to your prompt. See <help prompt> in game.
Psywarrior spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat.
Prepare lists let you store a list of spells that you can prepare with one keystroke, instead of preparing each spell individually. You can prepare different lists, suitable for all kinds of situations. A mage, for instance, may have one list that he prepares when buffing himself, one list for adventuring and one list for engaging in player killing. There is no limit to the lists that you can store.
Refer to <help prepare> for a list of syntaxes.
To create a list, simply add your first spell to it, like so:
Syntax: <prepare add LISTNAME CLASS SPELL>
Example: <prepare add buff mage armor>
This will create a list named “buff” that contains the spell “armor”. If you wish to add “blink” to the same list, type <prepare add buff mage blink>.
To start a new list, a combat list for instance, use the same procedure as above:
<prepare add combat mage magic missile>
If you wish to prepare the spell two times, you can add it to the list two times.
Reminder: To see how many spells you can have prepared at once, see <recall CLASS spells>.
Note: There is currently no command that lets you display the lists that you have created, so remember to make a note of it somewhere easily accessible.
To use a list that you have created, type: <prepare prepare LISTNAME CLASS>
In the example above, <prepare prepare buff mage> will tell the game to prepare “armor” and “blink” for you.
Note: When you prepare a list, the game will overwrite any existing spells you may have have already prepared.
To see which spells are on your list, use <prepare display LISTNAME CLASS>.
In the example above, this would be: <prepare display buff mage> or <prepare display combat mage>.
To remove a spell from a list, use <prepare remove LISTNAME CLASS SPELL>
To delete a list, use <prepare delete LISTNAME CLASS>
Finally, sometimes spells are changed, disabled or removed. To check if this is the case, you can use <prepare check LISTNAME CLASS>. If a spell has been changed, disabled or removed, this command will remove it from that particular list.
If you have two caster classes, you have to make independent lists for each class. All names must be unique for your character.
Bobby, the mage/cleric, wishes to make a list of buff spells. Because he has two classes, he decides to name his lists “buffm” and “buffc”. He wants to add “armor” and “blink” to his mage list (buffm) and “resistance” and “death watch” to his cleric list (buffc):
<prepare add buffm mage armor> <prepare add buffm mage blink>
<prepare add buffc cleric resistance> <prepare add buffc cleric death watch>
To prepare his spells, Bobby would use:
<prepare prepare buffm mage>,
followed by
<prepare prepare buffc cleric>.
Lastly, if you have two classes that use the same spells (druid/cleric), you can copy a list made for your cleric levels to a list made for your druid levels, like so:
Syntax: <prepare copy LISTNAME1 CLASS1 to LISTNAME2 CLASS2>
Example: <prepare copy buffc cleric to buffd druid>
The <buff> command makes it easier for a caster to buff himself before entering combat. To add a spell to your buff list, simply type:
Syntax: <buff add SPELL>
Example: <buff add armor>
Now, whenever you use the command <buff>, you will cast “armor” on yourself (provided you have it prepared, of course!).
Some spells require additional input. “Resist Energy”, for instance, requires you to specify an energy type. To add this spell to your buff list, you would have to do:
Syntax: <buff add SPELL | cast CLASS SPELL ARGUMENTS>
Example: <buff add resist energy | cast druid resist energy on fire>
To remove a spell from your list, use: <buff remove SPELL>. To remove all spells from your list at once, use <buff clear>.
Note: Remember to prepare your spells/spell slots/power points before using the buff command.
By now you will have realized that playing a caster class requires A LOT of typing. To play a character more efficiently, you should familiarize yourself with the concept of aliases and nicknames.
Note: This guide will only cover how to create an alias on the mud. To create an alias using your mud-client, see your client’s help-files.
In the world of MUDs, an alias is a short word used to execute an otherwise long command:
Syntax: <alias WORD COMMAND>
Example: <alias ar cast mage armor>
Now, whenever you type <ar>, the game will execute the command “cast mage armor” and you will cast armor on yourself.
An alias can contain two types of variables, “$*” and “$(NUMBER)”, though not in the same alias.
“$*” is substituted with whatever you type when you use the alias, if anything. For example:
Syntax: <alias WORD COMMAND $*>
Example: <alias ar cast mage armor $*>
Now, when you type “ar”, the game will execute the command “cast mage armor”. If you type “ar on bobby”, the game will execute the command “cast mage armor on bobby”, making Bobby a happy camper.
“$(NUMBER)” is also substituted by what you type, but it can only handle one word at a time. For instance, if a sorcerer wants to make an alias for preparing her spell slots, she would type:
Syntax: <alias WORD COMMAND $(NUMBER1) COMMAND $(NUMBER2)>
Example: <alias p prepare sorcerer level $1 times $2>
Now, when the sorcerer types “p 2 5”, the game will execute the command “prepare sorcerer level 2 times 5”.
See <help alias> in game for more options.
A nickname is a command that substitutes one word for another. It can be used as part of a long command, in an emote, a say or even in your description. You can also nickname players and monsters.
Syntax: <nickname NICKNAME ORIGINAL-WORD>
Example: <nickname att attacker>
Now, whenever you do anything involving an attacker, you can use “att” instead of “attacker”. If you type “l att”, the game executes the command “look attacker”. If you type “l att 2”, the game lets you look at attacker number 2.
You can also nickname a string of words:
<nickname lol laughs out loud> <emote lol> The game writes: “Yourname laughs out loud”. If you use this exact nickname, others may look at you strangely.
To get a list of defined nicknames, type <nickname>.
See <help nickname> in game for more options.
Note: Remember to make your nicknames non-existent words, or they are sure to mess up your roleplay. If you “nickname at attacker” for instance, whenever you type a sentence involving “at”, the game will make it “attacker”. “emote look at the waitress and smiles” will suddenly become “You look attacker waitress and smiles”. Don’t scare the waitress, nickname attacker att.
Now that you have the hang of aliases and nicknames, it is time to combine them. Let us start with an attack spell, “magic missile”:
<nickname att attacker> creates your nickname.
<alias mm cast mage magic missile on $*> creates your alias.
<mm att> casts magic missile on the first attacker in the room.
<mm att 2> casts magic missile on the second attacker in the room.
Let us look at a mage preparing “magic missile” several times:
<nickname t5 times 5> creates your nickname. <alias pmm prepare mage magic missile t5> creates your alias. <pmm t5> tells the game to prepare magic missile 5 times (up to your number of available slots).
When you embark on a solo adventure, it may be good to keep the following things in mind:
When you embark on an adventure with other players, you will want to keep the following things in mind:
If you are new to Shadowgate, and especially if you are new to muds or Dungeons and Dragons in general, we recommend playing a non-caster as your first character. If you really, really want to play caster, know that you are in for a steep learning curve. To soften the learning curve, you could consider following these steps:
Helpful Notes:
newbie YOUR MESSAGE
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