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Playing in the MUD!

I am Lianca, this is my blog. I am an avid player of Achaea, but I'd not call myself a gamer. The internet kind of scares me. Learn from my adventures, my mistakes and triumphs, perhaps even roll a newbie and join me in Achaea!

Author: Lianca

Achaean classes and factions part 1, Good.

Posted by Lianca Saturday September 15 2012 at 4:04PM
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This post is the start of a four part look into the mechanics of the classes or professions which represent the four main factions in Achaea. This is a rather simplistic approach aimed at offering you a taste of what you might experience, but the top MUD from IRE has many more factions and allegiances that one may choose to bind their character beyond these main four.

We'll look at the Good faction in this article, and the hallmark class of the Priest.

Based in Shallam, the Jewel of the East, the characters belonging to the Good faction are mostly housed in southeast Sapience. The city is ruled by the Te'Serra, a Divine alliance that champions the ideals of Good, Light and Order. They seek to purify all within Creation and protect them from those who would bring harm.

Predominantly seen as the "Good" class, we'll take a look at the angel protected, Devotion using Priests that fight for this particular cause.

Whilst seen in many games as a healing role, the Priests of Achaea can be formidable foes, with the skills of Spirituality, Devotion, and Healing they can offer protective blessings, heal others with the laying on of hands, and even resurrect a fallen friend. Of course this all plays right into the traditional healer aspect, so how do they differ?

Firstly, rites. At a cost of a small amount of Devotion a Priest can lay religious rites in a locations, each with differing effects.
-The force of Piety prevents others from leaving the room with ease, often hindering repeated efforts to flee.
-The rite of Cleansing will passively strip defences from the priests enemies, removing their protections without any warning to the person it acts upon.

Secondly, a Priest can summon a guardian angel, but beware those who oppose this creature. It is not a harp wielding, well-being wishing young man, with golden hair and smiling eyes. The crowning glory of the guardian angel is when it sears the soul from the Unholy, granting final absolution to the opponent and instant death.

The commodity Devotion has been mentioned here a time or two, and I'll give a brief word and warning about it for those whose interest I may have piqued. Devotion is used for many abilities, it regenerates naturally over time, and can be gained by Immolating a corpse (a form of resurrection.) Do be aware though, the Te'Serra and the Caliph have the power to 'ex-communicate' a rogue priest from the power of Devotion, so should you choose to roleplay a rogue Priest, or go against the ideals of Good it is a risk you will take.

I hope this has been of interest for those of you considering playing a MUD, or maybe it has inspired you to try a new game. Part two of this series will be looking at Mhaldor, the home of Evil and the feared Infernal.