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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.


Shaman Skill 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
via Secondary Forte

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.