Races: Human, Dwarf, Elf, Half-Elf, Half-Orc
Hp gains:
starting hp = con+4
17- con = 13-17
18 con = 14-18
19/20 con = 14-19
21 con = 15-20
22 con = 16-20
mp gains:
starting mp= wis-1
17 wis = 6-10
18 wis = 7-11
19 wis = 7-12
20 wis = 8-12
stamina:
1;6;13;19;24;30
armor: Pelts, cloaks (lower then mages armor)
useable weapons: staff's
Deals damage equal to an unspelled druid
spells:
Insight, lvl 3, 15 mana, 1 stamina, 3 minute duration: Whenever target is attacked, an ammount of damage is subracted from the total damage. formula would be wis/5 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 4 damage (20 wis).
Singe, lvl 9, 8 mana, 1 stamina: Deals damage to target equal to intel. You You slightly Singe a Tattered Thief for 19 damage.
Culling the Spirits, lvl 11, 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)
Meditation, lvl 13, 35 mana, all stamina, lasts as long as you dont take an action/action isnt taken against you (means no moving, attacking, changing spells or inventory around, talking, being attacked; this spell takes the uttmost concentration): You gain extra life and magic back every round equal to Con/5 Wis/10 rounded down.
Levitate, lvl 16, 10 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. You cannot move North, West, East, or South while using this spell, only up or down
Furious Winds, lvl 16, 18 mana, 1 stamina: deals damage to target equal to int * 2 - 5. You summon the elements to your aid, and furious winds blister *name* for 35 points of damage.
Foresight, lvl 18, 45 mana, 1 stamina, 5 minute duration: Whenever target is attacked an ammount of damage is subracted from the total damage. formula would be (wis/2)+(lvl/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 20 points.
Engulf, lvl 21, 25 mana, 1 stamina: deals damage to target equal to int + lvl - 5. You summon the elements to your aid and *name* is engulfed in fire for 46 points of damage.
Enlighten, lvl 21, 20 mana, full stamina, 5 minute duration: Casted like enhance on a crit, you endowe the 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, 75 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.
note: Would act like a rapid fire. 6 shards are casted no matter the ammount of stamina you have. must have full stamina though to use.
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.
*revised for a 3rd time*
Basis fot the revision is this: I decided that they would be better as a stand alone class like Pacifists. For those people who want to be able to play just 1 crit at a time, here's another crit to be able to do that, something that could outlast multiple crits attacking it. Reason hp is so high, is because shamans are basically rugged people who live in the wilderness for years on end, on this basis they are more rugged. At arch they could possibly have 626 hp and maybe 60 armor, but this is a stand alone class and would be training alone, would be attacked by multiple crits with only itself to reley on. i think its what this class would need to stay around as a stand alone class.
Edited by ice_cold, 31 March 2004 - 06:18 PM.
I read somewhere that ostrichs hide their heads under the sand because moles watch porn.
ScarletMuse 03/2/2005 11:20am