Classification | |
---|---|
Alignment | Spirit |
Starting City | Duiran |
Guild | Shamans |
Mirror | [Alchemist] |
Basics | |
Attacks | magic - eq - int |
Armor | ringmail |
Weapons | quarterstaff |
Skillsets | |
Primality | |
Shamanism | |
Naturalism | |
This is a page about the mechanics of Shaman. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Shaman (lore)].
Overview
A new Shaman is advised to use the ' statpack, though they may change to something else later. Everyone receives one free reincarnation upon leaving novicehood (level 31), and if that is used up, another one upon reaching Tekal (level 99). It is common for people to keep an early statpack until reaching level 100.
Skills
Primality allows Shamans communicate with the primal energy in the natural world, using it in great feats of magic like summoning bursts of lightning, monumental storms of wind, and even commanding nature to such an extent that they may lash their foes with venomous vines and leave their battered bodies to be reclaimed by the Cycle itself.
Shamanism allows Shamans to swear blood [Oaths] to the guardian spirits of Dendara, allowing them to summon their familiar to fight alongside them. A Shaman is also armed with a number of rituals, from simple bone casting to track their foe's actions, to adorning protective masks of bone, to casting ill fate upon their victim through ominous premonitions and even omens of death. Alongside this, a Shaman learns of the various crafted fetishes they may string upon their staff, and how each fetish is more than a mere symbol.
Naturalism is a direct manifestation of a Shaman's role as a guardian of Nature. Through this skill, Shamans learn to retain a room of their choice in the form of a grove - a location where they are a master of their surroundings. Through their [Overgrowth], a Shaman may pull their enemies from where they stand, animate the plantlife around them into a savage weapon, generate impassable barriers of vines and thorns and even invigorate all allies who stand within their domain.
Defences
- Skill Ability:
Maintaining your defenses is an important part of staying alive in Aetolia! You should be using these in conjunction with your generic, non-class-specific, defences.
Firstaid Defences: blindness, deafness, fangbarrier, insomnia, levitation, waterbreathing (as needed), instawake, arcane, speed, vigor (while hunting)
- Firstaid can also maintain a handful of combat-only defenses: density, rebounding, harmony
Other Defences: tattoos, allsight and waterwalking enchantments, nightsight, deathsight, thirdeye, clarity, and dodge or divert, as well as any ylem mist orbs
Equipment
Weaponry:
Armor:
Enchantments:
- a jewelry item with a waterwalking enchantment (unless you have a zephyr artifact)
- a jewelry item with an allsight enchantment (replaces mindseye tattoo)
- a jewelry item with a purity enchantment
- a jewelry item with all four of magic, fire, cold, and electric resistance enchantments
- a fist sigil attached to each wielded item
- a handful of eye sigils and a weaponbelt, for combat against others
Recommended Tattoos:
- Boar
- Moss
- Moon
- Shield
- Tree
- Cloak
Additional Tattoos for Hunting: Consider a starburst, mountain, or book tattoo while hunting.
Additional Tattoos for Combat: Consider a starburst, crystal, or flame tattoo to help in combat against others.
Hunting
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Core Offense
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Group Combat
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* is tether-neutral |