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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:
S. Stat Caps
1. Unmodified Stat Caps:
a. Levels 1 to 60, stat cap is 255.
b. Levels 61 to 75, stat cap goes up 5 per level, for 330 base at L 75.2. 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.
e. TSS - Potential of Serpent Spine, 5 levels each raise all ability stat caps by 5 per level, for +25 max.3. So, for a Level 75 Shaman with "all the AAs":
330 base (S1b), plus
025 (S2a), plus
025 (S2c), plus
010 (S2d), plus
025 (S2e), for
415 cap to all ability statistics; 465 to Wis/Int (2b).R. Resist Caps:
1. Unmodified Resist Caps:
a. Levels 1 to 65, resist cap is 500.
b. Levels 66 to 75, resist cap goes up 5 per level, for 550 base at L 75.2. 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 75 Shaman with "all the AAs":
550 Base (R1b), plus
025 (R2a), plus
050 (R2b), for
625 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
at 75
Abjuration
1
5 x (level +1)
235
235
320
Alchemy
25
at level 25+, cap is 300
Alchohol Tolerance
1
5 x (level +1)
200
200
270
Alteration
1
5 x (level +1)
235
235
320
Archery
0
can not use
Bash / Slam
Racial
Barbarian, Ogre, Troll - fixed at 1
Begging
1
5 x (level +1)
200
200
200
Bind Wounds
1
5 x (level +1)
200
210
300
Block
0
can not use
Blunt, One Hand
1
4 x (level +1)
200
215
260
Blunt, Two Hand
1
4 x (level +1)
200
215
260
Channeling
4
5 x (level +1)
220
220
220
Conjuration
1
5 x (level +1)
235
235
320
Divination
1
5 x (level +1)
235
235
320
Defense
1
5 x (level)
200
215
230
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
220
Double Attack
0
can not use
Dual Wield
0
can not use
Evocation
1
5 x (level +1)
235
235
320
Forage
Racial/AA
Iksar - fixed at 50 100
0 50
Hand to Hand
1
3 x (level +1)
75
80
150
Hide
0
can not use
Kick
0
can not use
Meditation
8
5 x (level +1)
252
252
252
Offense
1
5 x (level)
200
215
230
One Hand Blunt
1
4 x (level +1)
200
215
260
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
300
Pick Lock
0
can not use, but have spells for some traps
Piercing
1
4 x (level +1)
200
215
260
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 use, but never improves
Slam / Bash
Racial
Barbarian, Ogre, Troll - fixed at 1
Sneak
Racial
Vah Shir - fixed at 50
Specialization, Primary
30
5 x (level +1)
200
200
250
Specialization, Secondary
30
5 x (level +1)
50
50
125
Specialization, Tertiary
61
?
?
?
75
Swimming
1
3 x (level +1)
200
215
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
260
Two Hand Slashing
0
can use, but never improves
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.