Remort classes are only available after your first remort on any character. You will be required to re-roll your statistics if you decide to remot to these classes.
Currently, JediMUD supports these remort classes:
- Bard
- Ranger
The Bard
- The bard is a remort only class. You cannot choose to be a bard for your first incarnation, but must first 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 makes 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.Bards get the following skills and spells:
(2) Blur (3) Know History (4) Create Light Inspire (5) Fly (6) Detect Noise (7) Sleep (8) Illusion (10) Block (11) Unconscious (12) Friends (13) Group Fly (14) Mirror Image (15) Scare (16) Confusion (17) Group Inspire (18) Slow (19) Forget (20) Enrage (22) Hopelessness (24) Pax (27) Mass Charm (28) Resonance (29) Petrify (30) Suggestion
'We're actors, we're the opposite of people!'
- troubadour, _Rosencrantz and Gildenstern Are Dead Bards are superb de-buffers, that is, their ability to SLOW, HOPELESSNESS, and RAGE, will render your opponent less able to hit you during melee. Bards used in conjunction with Rangers, Mages, and Clerics will render all but the most power BOSS ineffective in melee.
The Ranger
The ranger is a remort-only class. You cannot choose to be a ranger for your first incarnation, but must first 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.
Skills and Spells:
(1) Kick Camp (2) Camouflage Sneak (3) Creature Lore (4) Bash (5) Pound Track (6) Night Vision Forage (7) Rescue Detect Poison (8) Cure Light (9) Grapple Skin (10) Detect Invisibility Detect Alignment (11) Block (12) Animal Call I (13) Berserk Terrain (14) Cure Serious Dodge (15) Scan (16) Poison Remove Poison (17) Animal Call II (18) Chase Panic (19) Anticipate (20) Calm Construct (21) Animal Call III (22) Sleep (23) Cure Critic Extra Hit (24) Strength (25) Call Lightning (27) Control Weather Tenacity (28) Earthquake (29) Fumble (30) Stampede
Note: Rangers are not a part of the standard guild system, and hence do not have guild houses within the three hometowns. Ranger wise-men can be found wandering the wilderness far from civilization, and it is with these that the ranger must practice his or her skills.
