<worn on body> a suit of smelly animal furs
<worn about body> a soft skin cloak
<worn about waist> an elfskin belt
<held as shield> a small round wooden shield
<worn on hands> a pair of brown leather gloves
<primary weapon> a large stone warhammer
<worn on feet> a pair of fur boots
The Tavern of the Decapitated Dwarves
Long ago, before the fall of House Llzazan to the combined Houses of
Arachdrathos, this portion of the Llzazan Caverns was the site of a great
battle, where Drow and Dwarf clashed over rich Durithalite deposits in
the area. It was where this tavern now stands, that a contingent of Llzazan
house nobles captured and executed a large band of Dwarven prisoners.
Fourteen skulls are bolted to the west wall of this taverrn, directly above
the bar. These fourteen skulls are the decapitated heads of the Dwarves the
Llzazan Nobles siezed on that day. This odd shrine to drow battle prowess
makes the Tavern of the Decapitated Dwarves one of the few sources of pride
for the downtrodden people of the Llzazan Ghetto.
Obvious exits: -East -South
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
An amber-colored metallic rod lies here.
[9] A small bandage rests upon the ground here.
[3] A sturdy looking wooden club has been left here.
[3] A stout cudgel carved from oak wood lies here.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel dagger about a foot in length lies here.
[3] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[3] A small leather-bound book lies here.
A huge bipedal creature made out of glowing red stone stands here.
You shrug into a suit of smelly animal furs.
You clasp an elfskin belt around your waist.
You pull a pair of brown leather gloves onto your hands.
You place a pair of fur boots on your feet.
You don a smelly fur hat on your head.
You strap a small round wooden shield to your arm.
You wear a soft skin cloak about your body.
You wield a large stone warhammer.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
Your hands are full.
You will no longer automatically 'wear all' when you enter the game once you reach level 3.
< 17h/17H 120v/120V Pos: standing >
You are carrying: (10/11)
a small leather-bound book
a map made of silk-paper
a small black velvet bag
a small ivory totem
a small limestone totem
a small pinewood raven totem
a steel warhammer
a small wooden mace
a stout oaken cudgel
a sturdy wooden club
< 17h/17H 120v/120V Pos: standing >
You are using:
<worn on head> a smelly fur hat
<worn on body> a suit of smelly animal furs
<worn about body> a soft skin cloak
<worn about waist> an elfskin belt
<held as shield> a small round wooden shield
<worn on hands> a pair of brown leather gloves
<primary weapon> a large stone warhammer
<worn on feet> a pair of fur boots
< 17h/17H 120v/120V Pos: standing >
You are carrying: (10/11)
a small leather-bound book
a map made of silk-paper
a small black velvet bag
a small ivory totem
a small limestone totem
a small pinewood raven totem
a steel warhammer
a small wooden mace
a stout oaken cudgel
a sturdy wooden club
< 17h/17H 120v/120V Pos: standing >
You drop a sturdy wooden club.
< 17h/17H 120v/120V Pos: standing >
You drop a stout oaken cudgel.
< 17h/17H 120v/120V Pos: standing >
Hint: Type 'spells' to see what spells your class is able to use.
You drop a small wooden mace.
< 17h/17H 120v/120V Pos: standing >
You sit down and relax.
< 17h/17H 120v/120V Pos: sitting >
The gods ignore you.
< 17h/17H 120v/120V Pos: sitting >
You are already resting.
< 17h/17H 120v/120V Pos: sitting >
You can memorize 1 1st circle spell(s).
< 17h/17H 120v/120V Pos: sitting >
Shaman - Last Edited: 2014-09-11 21:24:08 by ashyel
===================================================
Shamans are unlike most other magic-using classes, in that they use the
powers of nature, the elements and the spirit world to create and use their
magics. Unlike Druids, however, they twist the forces of nature for their
own uses instead of communing on a more friendly, integral level. Shamans
spellcasting abilities include healing and offensive, though neither is as
far-reaching or potent as those of a Sorcerer or Cleric. Shamans are also
unique in that they must use totems in order to cast their spells. For more
help, see totems.
The following epic skills are available to this class:
summon blizzard, summon familiar, shield combat, infuse life, toughness, improved endurance, fix, smelt, totemic mastery, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damage control.
==Equipment usage==
Shamans fall under the Priest classification of item restriction. This means
they are restricted to use of non-edged weapons such as maces, clubs and staves.
Some exceptions are allowed, depending on the deity you worship. They can wear
almost any type of armor, but are mildly restricted in the use of miscellaneous
magical items.
==See also==
* Animal Sphere
* Elemental Sphere
* Shaman Skills
* Spirit Sphere
* Totems
==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Halfling, Gnome, Ogre, Troll, Orc, Centaur, Minotaur, Goblin, Kobold, Firbolg
==Innate abilities==
None.
==Specializations==
* Elementalist
* Spiritualist
* Animalist
The following help topics also matched your search:
Shaman Skills
Shaman Spell Knowledge
Shaman - Last Edited: 2014-09-11 21:24:08 by ashyel
===================================================
Shamans are unlike most other magic-using classes, in that they use the
powers of nature, the elements and the spirit world to create and use their
magics. Unlike Druids, however, they twist the forces of nature for their
own uses instead of communing on a more friendly, integral level. Shamans
spellcasting abilities include healing and offensive, though neither is as
far-reaching or potent as those of a Sorcerer or Cleric. Shamans are also
unique in that they must use totems in order to cast their spells. For more
help, see totems.
The following epic skills are available to this class:
summon blizzard, summon familiar, shield combat, infuse life, toughness, improved endurance, fix, smelt, totemic mastery, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damage control.
==Equipment usage==
Shamans fall under the Priest classification of item restriction. This means
they are restricted to use of non-edged weapons such as maces, clubs and staves.
Some exceptions are allowed, depending on the deity you worship. They can wear
almost any type of armor, but are mildly restricted in the use of miscellaneous
magical items.
==See also==
* Animal Sphere
* Elemental Sphere
* Shaman Skills
* Spirit Sphere
* Totems
==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Halfling, Gnome, Ogre, Troll, Orc, Centaur, Minotaur, Goblin, Kobold, Firbolg
==Innate abilities==
None.
< 17h/17H 120v/120V Pos: sitting >
You can memorize 1 1st circle spell(s).
< 17h/17H 120v/120V Pos: sitting >
1st CIRCLE:
ice missile
spirit armor
transfer wellness
wolfspeed
2nd CIRCLE:
flameburst
lesser mending
reveal spirit essence
3rd CIRCLE:
cold ward
fire ward
molevision
purify spirit
pythonsting
scalding blast
snailspeed
4th CIRCLE:
hawkvision
mending
mousestrength
pantherspeed
scorching touch
soul disturbance
summon beast
5th CIRCLE:
bearstrength
malison
molten spray
sense spirit
shrewtameness
6th CIRCLE:
earthen grasp
greater mending
lionrage
spirit anguish
spirit sight
wellness
7th CIRCLE:
elephantstrength
greater soul disturbance
ravenflight
spirit ward
8th CIRCLE:
corrosive blast
greater pythonsting
reveal true form
scathing wind
spirit jump
9th CIRCLE:
arieks shattering iceball
greater ravenflight
greater spirit ward
10th CIRCLE:
earthen rain
etherportal
gaseous cloud
11th CIRCLE:
greater earthen grasp
greater spirit sight
12th CIRCLE:
greater spirit anguish
1st CIRCLE:
ice missile
spirit armor
transfer wellness
wolfspeed
2nd CIRCLE:
flameburst
lesser mending
reveal spirit essence
3rd CIRCLE:
cold ward
fire ward
molevision
purify spirit
pythonsting
scalding blast
snailspeed
< 17h/17H 120v/120V Pos: sitting >
That is too powerful an enchantment for you to master.. yet, anyway.
< 17h/17H 120v/120V Pos: sitting >
You are memorizing ice missile, which will take about 8 seconds.
< 17h/17H 120v/120V Pos: sitting >
You have ranked up to Serf.
< 17h/17H 120v/120V Pos: sitting >
Pardon?
< 17h/17H 120v/120V Pos: sitting >
Pardon?
< 17h/17H 120v/120V Pos: sitting >
You have finished memorizing ice missile.
You snap out of your meditative trance, memorization complete.
< 17h/17H 120v/120V Pos: sitting >
You clamber to your feet.
< 17h/17H 120v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Obvious exits: -East -South
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
An amber-colored metallic rod lies here.
[9] A small bandage rests upon the ground here.
[4] A sturdy looking wooden club has been left here.
[4] A stout cudgel carved from oak wood lies here.
[4] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel dagger about a foot in length lies here.
[3] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[3] A small leather-bound book lies here.
A huge bipedal creature made out of glowing red stone stands here.
< 17h/17H 120v/120V Pos: standing >
Pardon?
< 17h/17H 120v/120V Pos: standing >
You are already standing.
< 17h/17H 120v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Obvious exits: -East -South
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
An amber-colored metallic rod lies here.
[9] A small bandage rests upon the ground here.
[4] A sturdy looking wooden club has been left here.
[4] A stout cudgel carved from oak wood lies here.
[4] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel dagger about a foot in length lies here.
[3] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[3] A small leather-bound book lies here.
A huge bipedal creature made out of glowing red stone stands here.
< 17h/17H 120v/120V Pos: standing >
You are using:
<worn on head> a smelly fur hat
<worn on body> a suit of smelly animal furs
<worn about body> a soft skin cloak
<worn about waist> an elfskin belt
<held as shield> a small round wooden shield
<worn on hands> a pair of brown leather gloves
<primary weapon> a large stone warhammer
<worn on feet> a pair of fur boots
< 17h/17H 120v/120V Pos: standing >
You are carrying: (7/11)
a small leather-bound book
a map made of silk-paper
a small black velvet bag
a small ivory totem
a small limestone totem
a small pinewood raven totem
a steel warhammer
< 17h/17H 120v/120V Pos: standing >
You do not seem to have the 'lime'.
< 17h/17H 120v/120V Pos: standing >
Out of nowhere, a dwarf miner stabs you in the back.
Your smelly fur hat was completely destroyed by the massive blow!