Hp gains:
starting hp= con-2
17- con= 6-8
18 con= 6-9
19/20 con= 7-9
21 con= 7-10
mp gains:
starting mp= wis-1
17- wis= 5-7
18-20 wis= 6-8
21 wis= 7-9
stamina:
1;8;16;23;29
armor: Pelts, cloaks (lower then mages armor)
useable weapons: staff's
spells:
Insight, lvl 3, 15 mana, 1 stamina, 2 minute duration: Whenever target is attacked, an ammount of damage is subracted from the total damage. formula would be wis/7 rounded down. example: you cast on yourself in an arena, a thief attacks you for 6 damage, but you had forseen the attack and was able to block 3 damage (21 wis).
Culling the Spirits, lvl 8, 10 mana, 2 stamina, 30 second duration: Can only be casted on the Shamen. The shamen won't be attacked by any animals while the spells casted on them (animals, not monters or undead)
Bolt, lvl 9, 8 mana, 1 stamina: Deals damage to target equal to intel. You Summon the elements to your aid shooting a Bolt at a tattered thief for 19 damage.
Meditation, lvl 13, 35 mana, all stamina, lasts as long as you dont take an action (means no moving, attacking, changing spells or inventory around, talking, being attacked; this spell takes the uttmost concentration): You gain life back every round that you are meditating equal to Con/4.
Levitate, lvl 16, 15 mana, 1 stamina: instead of having to use ropes, climbing gear, or being blocked by certain walls, the shaman can just levitate his body up and over the obsticle (sp?). i.e. you can go up the mountains of sentent without climbing gear.
NOTE: You cannot be in a party and use this spell.
Furious Winds, lvl 19, 18 mana, 1 stamina: deals damage to target equal to int*2-5. You summon the elements to aid you, and furious winds engulf your opponent for 35 points of damage.
Foresight, lvl 21, 45 mana, 1 stamina, 5 minute duration: May be casted on Shaman only, whenever shaman is attacked, an ammount of damage is subracted from the total damage. formula would be wis/3 rounded down. example: you cast on yourself, and you get attacked by someone, Blah attacked you for 57 points of damage from thier halberd, but you had seen the attack a split second early and was able to block 8 points.
Enlighten, lvl 21, 20 mana, full stamina, 5 minute duration: Casted like enhance on a crit, you endow he target player with given intelligence equal to int/7. The lower the wisdom on the target player, the more of the chance the spell will fizzle. When casted succesfully, the shamen loses int equal to what it gave to the other player for the same duration of time. The shamens int can't go below 1.
Icicle Shards, lvl 24, 85 mana, all stamina: The shaman clicks on a target and 6 icicle shards are thrown at the opponent, damage is equal to the shamans level (that means 180 damage is the max ammount that can be delt with this attack). Would act like a rapid fire.
Spiratual Journey, lvl 27, 100 mana, all stamina needed, lasts until you recast: this is different from everything in nightmnist currently. When casted, you would be taken away from your current position, and places somewhere else where no other class can go. you cant be in a party to cast, but when there, you can party with other shamans you might meet up with.
examples:
Barracks: You cast in the barracks and you appear in the barracks before everything was undead. Soldiers walk around with pride, and are ready for battle in an instant. This is not an area you can actually train in. Boundries are barrakcs entrance, must stay inside barracks.
Dessert: Same as barracks, you are returned to how Jahanna use to be. nopk area, boundries are jahanna entrances, cant leave the city.
Nightmist: you are summoned to a mirror universe, inside the city guards are attacking everyone and everything, priests are undead and casting death spells on people, and bartenders are poisoning their customers. pkable area where monsters can be killed. boundries are meadow and nightmists southern gatehouse.
This class is ment to enlighten other players, not neccessarily attack monster with spells and big bad weapons.
Edited by ice_cold, 02 March 2004 - 05:01 AM.