Practical Guide to Skills and Spells

 
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Cavalier Druid Bard Wizard Archon
Valkyrie Priest Rogue Ranger Dracon
Barbarian Shaman   Monk Fey
Paladin     Psionic Sidhe


A Brief Guide to Shaman’s Skills and Spells

Updated 10/20/06
Contributed By Neraka and Riel
Primary attribute – Wisdom

Pros :

  1. Curative spells to balance your character.
  2. Shaman receives Bash and enhanced damage


Cons :
  1. A boring class to play if you had went either wizard or monk for mage class

Skills
[ # ] [  Proficiency Name  ] [ Type ] [ Cmplx ] [ Lrnd ]
   1   bash                    COM       35%        0%
   2   enhanced damage         COM       45%        0%
   3   flail                   WEA        1%        1%
   4   hand to hand            COM        1%       25%
   5   mace                    WEA        1%       40%
   6   meditation              MYS       40%        0%
   7   magical items           MYS        5%       20%
   8   nunchaku                WEA       14%        0%
   9   polearm                 WEA       25%        0%
  10   shield block            DEF       25%        0%
  11   staff                   WEA        6%        0%
  12   whip                    WEA        1%        1%
  13   yo-yo                   WEA       13%        0%
Bash
Max
This skill absolutely needs to be practiced. Not only is it the best damage-dealing skill which drains stamina (as opposed to spell points for damage-dealing spells), bash also has a chance of backfiring your opponent’s spells and is handy for opening locked doors which aren’t bash-proof. A few downsides of bash are that each successful bash drains 250 stamina(unsuccessful drains 125 stamina) and it is severely hindered by web filter.

Enhanced Damage
Max
Adds up to 10% more damage during combat rounds in jumps of 10. Getting it to mastery will have you dealing a little over 10% extra damage.

Flail
Optional
This weapon deals bash-type damage. The Heaven’s Wrath, available at fourth class is a good dispelling weapon. It requires that you have a good alignment though.

Hand to Hand
Maxing Recommended
When blinded and disarmed, aside from an area effect spell and bash, this is basic damage.

Mace
Optional
There are hardly any good maces in the game.

Meditation
Mastery – practicable up to 100%
This proficiency increases spell point regeneration each tick.

Magical Items
Moderate Practice
Determines how well you’ll be able to use a magical item such as a staff or an orb.

Nunchaku
Do not practice
There are better weapons to use than this. It is currently not worth it.

Polearm
Do not practice
There are very few good polearms in game. It is an uncommon weapon.

Shield Block
Max
This is one of the must-have defenses. It is very useful against armed opponents. It also blocks projectiles such as lightning bolt, fireball, iceball, breath attacks, and flame wind.

Staff
Do not practice
It is a low-damage bash-type weapon.

Whip
Optional
This is a low-damage slash-type weapon. There are some good whips in fourth class. But that’s about it.

Yo-yo
Do not practice
This is another uncommon weapon.

Spells
[ # ] [    Spell Name    ] [ School ] [ SP ] [ Cmplx ] [ Lrnd ]
   1   armor                  CON       49       0%       15%
   2   animate dead           NEC      238      78%        0%
   3   abjure                 ABJ      231      75%        0%
   4   bless                  INV       60       5%       15%
   5   call lightning         EVO      117      28%        0%
   6   calm                   ALT      117      28%        0%
   7   cause critical         NEC      145      25%        0%
   8   cause light            NEC       68       8%        0%
   9   cause serious          NEC       97      20%        0%
  10   change sex             ALT      170      50%        0%
  11   create food            CON      104      23%        0%
  12   create spring          CON      122      30%        0%
  13   create water           CON       73      10%        0%
  14   cure blindness         ALT      146      40%        0%
  15   cure critical          ALT      122      30%        0%
  16   cure disease           ABJ      109      25%        0%
  17   cure light             ALT       90      17%        0%
  18   cure poison            ABJ       97      20%        0%
  19   curse                  ENC      146      40%        0%
  20   counterspell           ABJ      180      54%        0%
  21   detect invisibility    DIV       85      15%        0%
  22   detect illusion        DIV      192      59%        0%
  23   erase                  ALT      170      50%        0%
  24   elemental shield       ELE      219      80%        0%
  25   faerie fire            ENC       60       5%        5%
  26   find familiar          SUM      158      45%        0%
  27   fountain               CON      488      32%        0%
  28   gate travel            CHA      414      75%        0%
  29   harm                   NEC      146      32%        0%
  30   heal                   ALT      182      55%        0%
  31   ice storm              ELE      248      82%        0%
  32   identify               DIV       49       0%        1%
  33   light                  ILL       49       0%       15%
  34   magic carpet           CON      638      52%        0%
  35   plague                 NEC      194      45%        0%
  36   poison                 ALT      147      30%        0%
  37   protection from evil   ABJ       68       8%        0%
  38   protection from good   ABJ       68       8%        0%
  39   refresh                ALT       97      20%        0%
  40   remove curse           ABJ      293      65%        0%
  41   resurrect              ALT      590      92%        0%
  42   reanimate              NEC      340      90%        0%
  43   read aura              DIV      180      54%        0%
  44   sense life             DIV      109      25%        0%
  45   sanctuary              ABJ      206      65%        0%
  46   summon                 SUM      274      93%        0%
  47   scribe                 FUN       50       0%       40%
  48   tremor                 ELE      109      25%        0%
  49   thunderstorm           ELE      238      78%        0%
*Spells highlighted in red are of utmost priority to practice. Practice cure critical if you do not have a Spell Delivery amulet.

Armor
Do not practice
It adds +3 AR to the overall armor rating. It is a useful spell but easily castable without being practiced.

Animate Dead
Do not practice
Animate dead brings back to life one corpse. The charmed corpse is at the level of the mob that died. The expensive reagent cost makes it not worthwhile to cast.

Abjure
Optional
This Holy-damage spell sends someone back to their original plane of existence. Faeries would go to the faerie plane. All other races would go back to Alyria. Useful for a faerie to travel to the faerie plane if you don’t have a cheap jasper gemstone or a monk friend with multiply magic. If you want to cast it on another player you need to be in a player-killing room.

Bless
Low practice (20-30%)
When casted on self, it would give you up to 4 saving vs. spell. It also slows down equipment decay when bless is casted on them.

Call Lightning
Max
This is one of the highest damage spells in the game. It is however limited to outdoor use. When call lightning is cast, up to 3 lightning bolts can be generated per cast.

Calm
Max
This is a 4-sec spell that is used to stop combat. It enables you to either flee or switch tanks. It is very useful against mobs that prevent you from fleeing. A calm herb is also handy to have.

Cause Critical
Do not practice
It is a lesser version of Harm. Use Harm instead.

Cause Light
Do not practice
It is a lesser version of Harm. Use Harm instead.

Cause Serious
Do not practice
It is a lesser version of Harm. Use Harm instead.

Change Sex
Do not practice
It temporarily alters a target’s gender.

Create Food
Do not practice
It creates moldy bread and uncooked clams. Save your gold or quest points for a decanter instead.

Create Spring
Optional
It creates a temporary spring of water in the room. It will satisfy both hunger and thirst.

Create Water
Do not practice
It creates water in your drink container. Save your gold or quest points for a decanter instead

Cure Blindness
Max
This spell removes the blindness effect from a target. It is a must have spell unless you plan to travel around with lots of cure blind potions, which are prone to fragging. This is one spell that needs to be memorized in order to cure your own blind because when you’re blind you can not see your spellbook.

Cure Critical
User preference
Max this if you don’t intend to purchase a Spell Delivery Amulet because it is a 3-second spell. Else, use heal instead (4-second spell).

Cure Disease
Moderate Practice (35%-50%)
This cures the target of the ‘Plague’ effect. It may take several casts for complete removal. It only works outside combat.

Cure Light
Max
Requiring no verbal component, this 2-sec healing spell can be cast while silenced.

Cure Poison
Moderate Practice
This cures a poisoned target. It only works outside combat.

Curse
Max
At hero, it lowers armor up to -14 and saving vs. spell up to -10. It also prevents target from recalling.

Counterspell
Max
This is a two-second spell that has a chance to surge/reflect a caster’s spell. It also works against scroll users and music. Take caution though, currently, counterspell has a chance of surging silence onto you. Level difference, sanity and luck also contribute to the success rate.

Detect Invisibility
Low practice (15%-25%)
Useful in situations when you would prefer a casted form or else equipment that gives detect invisibility is preferred for convenience.

Detect Illusion
Low practice (20%-30%)
This detection spell helps you to discern a shifted player and allows you to see illusionary entrances/exits that are previously hidden. A shifted player in a room will appear as dark green.

Erase
Low practice (20%-30%)
Practice it unless you prefer using an erase scroll every time you would like to erase a scribed spell off a spell book.

Elemental Shield
Max
This is Shaman’s unique spell. It protects you from most druidic magic depending on the complexity while draining you of precious sp each tick. Water evocation will completely dispel elemental shield off you. Gives you a bonus of 5 AR.

Find Familiar
Do not practice
It summons a creature to aid you but can only be used outdoors. It is of undetermined usefulness.

Fountain
Optional
This will create a temporary fountain, useful for its healing properties. It can’t be used while in combat. Feys obviously can’t take advantage of this.

Gate Travel
Optional
This is useful in getting you and your form you’re leading to an activated worldgate via a portal.

Harm
Max
This is an effective reagentless magic-damage spell that can be casted while silenced.

Heal
Max
This is the best healing spell you’ll get as a Shaman. You’ll be required to equip a Spell Delivery amulet so that you won’t miss combat rounds while casting it (4-second spell). Another plus is that Heal is not being hindered by web.

Ice Storm
Max\Optional
This is an area effect spell that attacks mobs in a room. It will also affect players including the caster in player-killing rooms. This is a nifty spell when you need the extra damage when fighting a tough mob.

Identify
Low practice
It is used to identify an object.

Light
Do not practice
Use a war banner if you are low level. It is useful to light up a dark room by dropping a ball in it.

Magic Carpet
Optional
This is useful to have if you are without a rocking horse or a broom. It moves up to 13 rooms per 3 seconds. Just sit on it and say out the directions. E.g. Say Fly east. Unlike a broom or rocking horse, a magic carpet only lasts for a duration of about one hour and cannot be picked up or hidden.

Plague
Max
It lowers the target’s regeneration. It also lowers sanity and vitality.

Poison
Max
It lowers the target’s regeneration. It also deals damage to the target every tick while poison is still in effect. Also, it lowers strength and agility. Poison can also be applied to weapons that does not have any attributes e.g. Sharp

Protection from Evil
Low Practice (15%-25%)
This spell reduces the physical damage received by 5% from evil-aligned opponents. This only works for neutral and good-aligned players.

Protection from Good
Low Practice (15%-25%)
This spell reduces the physical damage received by 5% from good-aligned opponents. This only works for neutral and evil-aligned players.

Refresh
Low to moderate practice (25%-50%)
It restores stamina (but costs spell points). A useful spell to regain the stamina lost from bashing. It can be cast in battle.

Remove Curse
Moderate to Max (50%-75%)
It removes the ‘curse’ status effect from a target. It may take several casts for a complete removal. It will also work on noremove or nodrop items unless they are also nouncurse.

Resurrect
Moderate to Max (50%-75%)
This spell brings a dead player back to life. Casting it on someone of a different alignment than you will temporarily resets your hit points, stamina and spell points to 1.

Reanimate
Optional
This brings a number of corpses back to life. The corpses must all be in the room the spell is cast in and the maximum number brought back to life is the number of slots open in your formation. It is restricted to NPCs below level 240 or so.

Read Aura
Moderate to Max
It divulges the target's immunities, resistances, and vulnerabilities, as well as any existing spell effects that can be read within the target's aura. (According to help file)

Sense Life
Low practice (15%-25%)
It lets you detect hidden life forms and sneaking players. Again, like other beneficial spells, it’s good to have practiced a bit so you can use it when an item that gives such a spell is not available.

Sanctuary
Optional
This nifty status spell reduces physical damage to the caster up to 20%. It also protects you from being killed instantly by the ‘Kill’ spell. Practice this up to moderate if you intend to cast this when an item is not available.

Summon
Optional
It is used to summon a player to the caster who is within the same plane. The scroll form is frequently used. To be summoned, the target needs to set refuse-summon to off and REMEMBER to set it back to on after being summoned.

Scribe
Do not practice
This spell scribes a spell to a spellbook. Usage – Hold spellbook with the scroll you want to scribe in your inventory then cast ‘scribe’ ‘scroll color’. DO NOT hold the scroll in your other hand.

Tremor
Moderate to Max
This is an area effect spell that can’t be shield blocked. It deals bash-type damage. Although it deals lower damage compared to flame wind and thunderclap it is more cost effective and has a lower complexity. An added bonus to this spell is that it is not hindered by web filter.

Thunderstorm
Max\Optional
This area effect spell attacks mobs in a room, and will also affect players including the caster in player-killing rooms. It is a nifty spell when you need the extra damage combating a tough mob. Thunderstorm frags.

Notes: