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Shaman Skills, Stats, Resists
Ability Statistic and Resist Caps
Prompted by a request from the community, here is a listing of the Ability Statistic Caps for the Shaman:
A. Stat Caps
1. Unmodified Stat Caps:
a. Levels 1 to 60, stat cap is 255.
b. Levels 61 to 70, stat cap goes up 5 per level, for 305 base at L 70.2. Raising the Caps:
a. PoP: General - Planar Power, 5 levels each raise all ability stat caps by 5 per level, for +25 max.
b. PoP: Class - Innate Enlightment, 5 levels each raise Wis/Int cap by 10 per level, for +50 max (Wis/Int ONLY).
c. OoW - Chaotic Potential, 5 levels each raise all ability stat caps by 5 per level, for +25 max.
d. DoN - Gift of The Keepers/The Dark Reign, 1st level of DoN progression, raises all ability stat caps by 10, for +10 max.3. So, for a Level 70 Shaman with 'all the AAs':
305 base (A1b), plus
025 (A2a), plus
025 (A2c), plus
010 (A2d), for
365 cap to all ability statistics; 415 to Wis/Int (2b).B. Resist Caps:
1. Unmodified Resist Caps:
a. Levels 1 to 65, resist cap is 500.
b. Levels 66 to 70, resist cap goes up 5 per level, for 525 base at L 70.2. Raising the Caps:
a. OoW - Discordant Defiance, 5 levels each raise all resist caps by 5 per level, for +25 max.
b. OoW - Trials of Mata Muram, 6 levels; first 5 each raise all resist caps by 8 per level, last one raises them by 10, for +50 max.3. So, for a Level 70 Shaman with 'all the AAs':
525 Base (B1b), plus
025 (B2a), plus
050 (B2b), for
600 cap to all resist statistics.Note: this is for worn; some buffs include overcap components; also, tribute can be used to raise the worn caps.
Skill |
Trainable at |
while Leveling |
at 65 |
at 70 |
---|---|---|---|---|
Abjuration |
1 |
5 x (level +1) |
235 |
235 |
Alchemy |
25 |
at level 25+, cap is 300 |
||
Alchohol Tolerance |
1 |
5 x (level +1) |
200 |
200 |
Alteration |
1 |
5 x (level +1) |
235 |
235 |
Archery |
0 |
can not use |
||
Bash / Slam |
Racial |
Barbarian, Ogre, Troll - fixed at 1 |
||
Begging |
1 |
5 x (level +1) |
200 |
200 |
Bind Wounds |
1 |
5 x (level +1) |
200 |
210 |
Block |
0 |
can not use |
||
Blunt, One Hand |
1 |
4 x (level +1) |
200 |
215 |
Blunt, Two Hand |
1 |
4 x (level +1) |
200 |
215 |
Channeling |
4 |
5 x (level +1) |
220 |
220 |
Conjuration |
1 |
5 x (level +1) |
235 |
235 |
Divination |
1 |
5 x (level +1) |
235 |
235 |
Defense |
1 |
5 x (level) |
200 |
215 |
Disarm |
0 |
can not use |
||
Disarm Traps |
0 |
can not use, but have spells for some traps |
||
Dodge |
15 |
4 x (level +1) |
75 |
80 |
Double Attack |
0 |
can not use |
||
Dual Wield |
0 |
can not use |
||
Evocation |
1 |
5 x (level +1) |
235 |
235 |
Forage |
Racial |
Iksar - fixed at 50 |
||
Hand to Hand |
1 |
3 x (level +1) |
75 |
80 |
Hide |
0 |
can not use |
||
Kick |
0 |
can not use |
||
Meditation |
8 |
5 x (level +1) |
252 |
252 |
Offense |
1 |
5 x (level) |
200 |
215 |
One Hand Blunt |
1 |
4 x (level +1) |
200 |
215 |
One Hand Slashing |
0 |
can use, but never improves |
||
Parry |
0 |
can not use |
||
Riposte |
0 |
can not use |
||
Sense Heading |
n/a |
starts and caps at 200 |
||
Throwing |
0 |
can use, but never improves |
||
Pick Lock |
0 |
can not use, but have spells for some traps |
||
Piercing |
1 |
4 x (level +1) |
200 |
215 |
Research |
0 |
can not use |
||
Safe Fall |
Racial |
Vah Shir - fixed at 50 |
||
Sense Traps |
0 |
can not use, but have spells for some traps |
||
Slashing, One Hand |
0 |
can use, but never improves |
||
Slashing, Two Hand |
0 |
can not use |
||
Slam / Bash |
Racial |
Barbarian, Ogre, Troll - fixed at 1 |
||
Sneak |
Racial |
Vah Shir - fixed at 50 |
||
Specialization, One |
30 |
5 x (level +1) |
200 |
200 |
Specialization, Other Five |
30 |
5 x (level +1) |
50 |
50 |
Specialization, Another One |
61 |
at level 61+, cap is 100 |
||
Swimming |
1 |
3 x (level +1) |
200 |
215 |
Taunt |
0 |
can not use |
||
Track |
0 |
can not use |
||
Trade Skills (non-Alchemy) |
1 |
at level 1+, cap is 250 before AAs |
||
Two Hand Blunt |
1 |
4 x (level +1) |
200 |
215 |
Two Hand Slashing |
0 |
can not use |
A Note about Hit Points and Stamina
This is a presentation of Youichi's post
I am currently level 65 with 280 Sta and ND1, and I was disappointed when I bought ND1 to find that I only got 36 Hp for my 2AA, so I was wondering whether Planar Power (PP) to increase my STA would be a better use of my AA, so I used SEARCH and found this thread, and this one. Neither of which gave me all the information I needed, but they did give me the Formulas to work it out.
So I did, and here are the results.
Stamina |
No ND |
ND1 |
ND2 |
ND3 |
280 |
1851 |
1887 |
1942 |
2035 |
285 |
1857 |
1893 |
1948 |
2041 |
290 |
1867 |
1903 |
1959 |
2052 |
295 |
1873 |
1910 |
1965 |
2057 |
300 |
1883 |
1920 |
1976 |
2068 |
305 |
1890 |
1927 |
1983 |
2078 |
So it appears the 2AA fro ND1, gets me 36Hp which I knew, but the 2AAs for PP1 would have got me 6Hp.
As, for my next step, ND2 costs 4 more AA, and will give me 57Hp, wereas if I spent 4AAs on PP it would give me 16Hp.
And the 6AAs for ND3 give me 93Hp compared with PPs 22Hp.
So, we can basicly comclude that ND is the way to go completely, and the extra Sta from PP isn't worth the AAs at this stage.
I hope someone finds this useful.