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Shaman ![]() Shamans are a unique and somewhat reclusive lot. Some call them Witch Doctors or Medicine Man, relying on JuJu or VooDoo magic. Shamans are limited to using certain weapons, however, they have access to a unique spellgroup which gives them the ability to morph into wild beasts, and inflict diseases on their foes. Shaman Guidance: - Aggressive mobs in game will be aggressive mobs in spirit. - It is illegal to level while spirit walking. - Using shaman spirits, charmies, creations to get around code or act in ways that are illegal or twinkish. Who can be a Shaman?
ArmorShamans can wear cloth and leather armor, and can use shields.
Experience by RaceHow much experience a shaman of each race needs per level compared to normal (100%); higher means slower leveling. Which races may actually become a shaman is listed under Becoming a Shaman below.
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Skills & Spells Free at CreationEvery shaman starts with these, at no creation point cost.
Shaman Default Package (40 creation points)Taking the default package at creation gives you all of the following:
Spell groups: Weather, Protective, Voodoo, Maladictions, Detection, Benedictions (see Spell Groups below) SkillsSkills a shaman can learn individually. Cost is in creation points at creation; after creation, skills are gained from your guildmaster for twice that many trains.
Spell GroupsShamans cannot buy spells one at a time; spells come in groups. Each group lists the level at which a shaman can cast each spell.
Racial SkillsOnly shamans of the listed race receive these.
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Becoming a Shaman Base class: Cleric only. Requirements:
A character may reclass only once, starting at level 10 (level 51 gives the most benefit). See help reclass in the game for full details. |
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