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Shaman
Symbol: Image:ShamanSymbol.JPG
Abbreviation: SHM
Allowed Races: Varanjar
Vulmane
Lesser Giant
Mordebi
Varathari
Goblin
Orc
Wood Elf
Gear: Light Armor
Medium Armor
Blunt Weapons
Great Spears
Talents: Spirit Bonding
Totemic Patrons
Adventuring Classes List
Offensive Fighters Bard - Berserker - Monk -
Ranger - Rogue
Protective Fighters Dread Knight - Inquisitor -
Paladin - Warrior
Healers Blood Mage - Cleric -
Disciple - Shaman
Arcane Casters Druid - Necromancer -
Psionicist - Sorcerer

The Shaman is a Healer that calls upon the spirits of the land to perform his miracles and blessings. Rather than a cleric, who harnesses the gods' power through prayer and piety, or a disciple who uses their inner Jin, the shaman attempts to attune themselves to the spirits' wishes, allowing them a more 'intimate' connection with the spirits. As a result, the dedicated Shaman is destined to become one with their Patron and take on awe-inspiring forms as their avatar, but they are also more likely to succumb to the feral natural of their charge. Due to this, the more 'civilized' of Telon do not believe in throwing themselves to the 'wolves,' so to speak, and even in the more accepting cultures, the Shaman is given the odd eye. Nonetheless, the Shaman's power is not to be underestimated, nor taken for granted.

Contents

[edit] Spells, Skills and Abilities

Shamans have a list of various abilities that make them truly versatile as a class, even without the introduction of their Patron-granted abilities. Their armor choices are Light Armor (for those seeking high wisdom/intelligence) and Medium Armor (to make the shaman hearty.) They are also able to choose between various instruments of destruction between the fields of blunt weaponry (both one and two-handed) and great spears. They are, however, unable to dual wield and must take up shield or trinket if they wish to use a one-handed weapon.

Beyond these abilities that are innate to the class, the Shaman also has access to the power of the spirits of the world. These spirits manifest themselves in different ways, and come to the Shaman naturally as he comes more attuned to the world he lives in, offering him various benefits dependent on the current Bond he chooses.

Finally, a Shaman's teachings come to full as he takes broadens his mind and allows himself to be the recipient of a chosen Patron's blessing, allowing him limited abilities as a virtual 'avatar.' In this way, the Shaman can take the preferred form of his Patron, perform various god-like miracles, call upon a vessel of his god, or even invoke the wrath of his Patron, channeling it through his own body.

[edit] Patron Deities

Shamans can specialize by choosing a Patron totem, which allows them to access special abilities and summon pets that are unique. These totems require undertaking a vision quest. The abilities include taking on the form of their totem spirit.

[edit] Tuurgin (Bear)

Tuurgin, the Bear Spirit, is a figure that represents the physical fury of the world, as well as its heartiness. As a follower of Tuurgin, the shaman is given a taste of the Bear, allowing him to use his body as an appendage of Tuurgin himself. By taking the form of the Bear, the shaman also takes on the Bear's tirelessness, and the Bear's fury, honing his transformed body into a living barrier against any who would stand in his way.

[edit] Rakurr (Wolf)

Balanced between melee and spell casting. Speed, dexterity and strength are gifts that Rakurr will grant you.

[edit] Hayatet (Phoenix)

Fiery destruction. Shamans of Hayatet dislike engaging in melee combat and prefer to stand back and rain fire down on their foes.

[edit] Spirit Bonds

In addition to the three Patron spirts, the Shaman can form bonds with three hostile spirits to augment their fighting abilities. Shaman's Spirit Bonds are much like a Bard's, Rogue's, or Warrior's fighting stances. Each bond has a significant purpose and will have to be used in the appropriate situations. These bonds will be available to the Shaman as they level.

There are three levels of Spirit Bonds: Weak Spirit Bonds, Spirit Bonds, and Strong Spirit Bonds. They are automatically gained as you level.

  • Skamadiz the Vulture: This Spirit Bond adds additional melee damage and a chance to drain life from your enemy when you hit with a melee attack. (Received at level 10)
  • Krigus the Fly: This Spirit Bond increases the efficiency of energy and endurance usage. When the Spirit Bond advances from Weak Spirit Bond Krigus to Spirit Bond Krigus it adds a chance to inflict a physical resistance debuff to enemies who hit the Shaman. (Received at level 12)
  • Nag-Suul the Viper: This Spirit Bond increases spell damage. (Received at level 14)

[edit] Weblinks

[edit] Update Log

(1/18) - Updated Shaman info + spells 1-26
(1/24) - Updated spells 26-42

~ Cynosure (Thunderaxe)


(3/5) - Uh, a lot of changes. Lots of corrections, a slight overhaul, etc etc. Check my profile for full changes list.
(3/6) - Base spell list is accurate as of Patch 1758a. Note: It's really hard to get accurate base stats for spells, since little info is given to you at the trainer, which means a lot of those reds might not get updated particularly quickly. At the very least, the spell list is complete and accurate.
(3/7) - Spell list accurate as of Update 1.

~ Blackhand

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