Shaman changes - they happened! (Spiritlore)

edited November 2014 in Shaman
What a great capstone to the persevering efforts of the Curio Spiritus clan? Who knows at this point - I don't. Share what you know!

I logged on an alt today and began testing a few things, putting in a few typo reports, e.g., pray versus prey, even finding a bug with ritual drums falling out of inventory on log out.

Spiritlore is quite fascinating conceptually. It's like having a thematic druid morph for each Achaea class. I saw some amazing synergies with Curses and some great early game passives and actives such as INVOKE WAYFARE on a mutal ally for travel.

A male voice is heard through the membrane, "Hey, girl."

A male voice is heard through the membrane, "Are you an Apostate? ..because you just tore my heart out."

Comments

  • Abilities in Spiritlore:


    Commune (Spiritlore) Known: Yes

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    Syntax: COMMUNE

      SPIRIT BIND <spirit>

     SPIRIT ATTUNE <spirit>

    SPIRIT UNBIND <spirit>

    SPIRIT UNATTUNE <spirit>

     SPIRIT BINDINGS

    Extra Information: Requires a ritual drum.

     

     Details:

     By communing with a spirit, you may bind it to yourself. This will grant

    you some of the powers that that particular spirit possessed during its

    life. You may bind up to five spirits at once.


    You may also attune yourself completely to a spirit. This will grant

    additional benefits, although you may only attune one spirit at a time.


    Communing requires a ritual drum, which can be purchased from most

    general stores around Sapience.


     Daina (Spiritlore)

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    Syntax: INVOKE PURIFICATION

     Extra Information: Attune effect: increased willpower regeneration.


    Details:

    By channeling the power of nature, you are able to drive diseases from

    your body with greatly increased efficiency.

     -------------------------------------------------------------------------------

    Jhulian (Spiritlore)

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    Syntax: INVOKE WAYFARE <target>

    Extra Information: Attune effect: an increased capability to dodge attacks.

    Works on/against: Adventurers

    Details:

    The spirit of Jhulian, The Nomad will allow you to travel to a mutual

    ally, given a short delay.

     -------------------------------------------------------------------------------

     Arius (Spiritlore)

     -------------------------------------------------------------------------------

    Syntax: INVOKE ROAR <target>

    Extra Information: Attune effect: increased mana regeneration.

      

    Works on/against: Adventurers

    Details:

    Once you have bound the spirit of Arius, The Druid, you will be able to

    channel the mighty power of the hydra to unleash a terrible roar at your

    opponent, disrupting their mental equilibrium.

     -------------------------------------------------------------------------------

    Silvanix (Spiritlore)

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    Syntax: INVOKE ARROWCATCHING ON|OFF

    Extra Information: Attune effect: the tumble ability will have a reduced balance.

    Works on/against: Self

    Details:

    The skilled jester has deft wits and defter hands, and Silvanix was no

    exception. By binding his spirit, you will be able to snatch arrows from

    the very air.

     -------------------------------------------------------------------------------

    Ri'shen (Spiritlore)

     -------------------------------------------------------------------------------

    Syntax: INVOKE REGENERATION

    Extra Information: Attune effect: increased health regeneration.


    Works on/against: Self

    Details:

    One who has mastered the practices of kaido is able to restore their

    body from almost any injury. While the power granted to you through the

    connection with Ri'Shen is not to that level, it will allow you to

    perform lesser feats of regeneration.

    -------------------------------------------------------------------------------

    Maligus (Spiritlore)

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    Syntax: INVOKE SOULREND <target>

    CURSE <target> <affliction> INVOKE SOULREND

    Extra Information: Attune effect: curses will drain a small amount of health and mana from the target.

     

    Works on/against: Adventurers

    Details:

    The practitioners of Apostasy have long been feared for their mastery of

    unholy powers, and Maligus in life was no exception. Upon binding his

    spirit, you will gain the ability to forceably attune a vodun doll to

    the soul of an unfortunate subject, improving its detail potentially far

    quicker than would normally be possible. This ability will be more

    effective against those who lack mental fortitude.

      

     This ability can be combined with curses.

    -------------------------------------------------------------------------------

    Aspar (Spiritlore) 

    -------------------------------------------------------------------------------

    Syntax: INVOKE COAGULATION <target> <affliction>

    CURSE <target> <affliction> INVOKE COAGULATION <affliction>

    Extra Information: Attune effect: increased resistance to asphyxiation damage.

      

    Works on/against: Adventurers

    Details:

    Alchemists know more about how to turn a body against itself than

    perhaps anyone else in Sapience. In life, Aspar was most feared for his

    ability to manipulate the sanguine humours of his enemies.

      

    By binding his spirit, you will be able to infect open wounds with

    disease, forcing the blood to clot but doing far more harm than good.

    Diseases which may be inflicted in this way are impatience, paralysis,

    asthma, slickness, anorexia, weariness, lethargy, and clumsiness.

      

    This ability is combinable with curses.

     -------------------------------------------------------------------------------

    Aelkesh (Spiritlore)

     -------------------------------------------------------------------------------

    Syntax: INVOKE PROJECTION

    Extra Information: Attune effect: a chance for swiftcurse charges not to be consumed when hunting denizens.

      

    Details:

    Aelkesh was an Occultist who lived during the period of heightened

    strife with the Church. He developed an ability to allow him to travel

    great distances to facilitate his escape in the event of danger, and

    while binding his spirit will not grant such mastery, it will allow you

    to fling yourself out of potentially fatal situations. Be warned,

    however it is far from accurate.

     -------------------------------------------------------------------------------

    Teraile (Spiritlore) 

     -------------------------------------------------------------------------------

    Syntax: INVOKE BLOODLET <target>

    Extra Information: Attune effect: curses will inflict bleeding.

    Works on/against: Adventurers

    Details:

    The skill of the practitioners of the legendary Two Arts can not be

    overstated. By binding the spirit of one of the long dead masters of

    this art, you will be able to lacerate the flesh of your enemies.


    This ability requires your victim suffer from afflictions of the blood

    by targeting these impurities, you will be able to focus your spiritual

    assault for maximum potency. Be warned that this will remove said

    afflictions.

    -------------------------------------------------------------------------------


    A male voice is heard through the membrane, "Hey, girl."

    A male voice is heard through the membrane, "Are you an Apostate? ..because you just tore my heart out."

  • Arcanor (Spiritlore) 

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    Syntax: INVOKE ICEFORT

    Extra Information: Attune effect: increased elemental damage resistance.


    Works on/against: Room

    Details:

     To fight on your terms as a mage is the first step toward victory. By

    binding the spirit of Arcanor, you will be able to invoke his power to

    summon great walls of ice to block the escape of all those who would

    flee from your wrath.

    -------------------------------------------------------------------------------

     Syvis (Spiritlore)

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    Syntax: CURSE <target> <affliction> RELAPSE <affliction>

    Extra Information: Attune effect: resistance to poison damage.

    Details:

    The masters of venom have long been feared for their deception and

    cunning when it comes to the elimination of those that would cross them.

    By binding the spirit of this ancient assassin, you will be capable of

    causing diseases that your victim believes they have cured to relapse

    shortly there after. Be warned, you are no true master of the art. You

    may only perform this ability every so often.

      

    This ability must be combined with curses.

    -------------------------------------------------------------------------------

    Marak (Spiritlore)

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    Syntax: CURSE <target> <affliction> INVOKE SOULSCOURGE <ability>

    Extra Information: Attune effect: increased constitution.

      

    Works on/against: Adventurers

    Details:

    This ability will allow you to destroy a vodun doll to balancelessly

    activate one of the following vodun-based abilities on the target:

    confusion, dizzy, sleep, strip, paralyse, break, throttle, reckless,

    bleed, cripple, bind, imbibe. The doll must be fashioned to twice the

    extent that the ability used would normally require.

      

    This ability must be comboed with curses.

    -------------------------------------------------------------------------------

    Anthius (Spiritlore) 

    -------------------------------------------------------------------------------

    Syntax: INVOKE JUDGEMENT <target> <dirrection>

     Extra Information: Attune effect: immunity to the fear affliction.


    Works on/against: Adventurers

    Details:

    Anthius was one of the faithful Templars who sort out and eliminated

    those that would corrupt the sanctity of Creation. By channeling this

    holy spirit, you are able to unleash holy judgement at a heretic in an

    adjacent location. The spectral fires will scythe past magical defences,

    and will not be denied.

    -------------------------------------------------------------------------------

    Garon (Spiritlore) 

     -------------------------------------------------------------------------------

    Syntax: CARVE TOTEM

    IMPLANT <totem>

    UPROOT <totem>

    DRAW CIRCLE of <PAIN|BINDING>

    SMUDGE TOTEM

    SMUDGE TOTEM SLOT <1-6>

    SMUDGE CIRCLE SURROUNDING <totem>

    Extra Information: Attune effect: increased physical damage resistance.

     

    Details:

    While this spirit gives you sufficient knowledge to craft magical

    totems, you lack the knowledge required to etch them with runes of

    power. To this end, a different medium is required.


    To carve a totem, you will require 20 wood, 10 leather, and 2 silver

    commodities. Once you have obtained and implanted one into the ground,

    you may draw either a circle of binding or pain about its base. When an

    unfortunate enemy looks upon the totem empowered by such a circle, he

    shall find himself either bound in place or struck down by great pain,

    dependant on which circle has been drawn.

     

    Drawing a circle requires 10 black inks.

    -------------------------------------------------------------------------------

    Designate (Spiritlore) 

    -------------------------------------------------------------------------------

    Syntax: DESIGNATE <person> AS OWNER OF <totem>

    DESIGNATE ORDER OF <deity> AS OWNER OF <totem>

    DESIGNATE <organisation> AS OWNER OF <totem>

    CLAIM <totem>

    REJECT <totem>

    Details:

    With this ability you may designate an owner for a specific totem. Only

    the crafter of the totem may use this ability. The totem remains owned

    by the crafter until the designated owner (or a member of the designated

    owner organisation) CLAIMs the totem. If the totem is claimed, then the

    designated owner becomes the true owner. If the totem is rejected, then

    the crafter remains the owner. At that point the crafter may attempt

    another designation as desired. Houses, Cities, Orders, Oakstone, and

    individuals may own totems - clans may not.


    When you designate a totem, its tuning is automatically set against the

    enemies of the new owner.

    -------------------------------------------------------------------------------

    Tarnel (Spiritlore)

     -------------------------------------------------------------------------------

    Syntax: INVOKE SNARE <target>

    Extra Information: Attune affect: you may move more rooms at once.

     

    Works on/against: Adventurers

    Details:

    The walkers of the forest know the value in snaring an unsuspecting

    victim. The prey that doesn't see the trap coming has its throat cut

    first.


    At the cost of your bond with Tarnel, The Walker, you may bind an enemy.

    This invokation is very fast.

    -------------------------------------------------------------------------------

    Arayan (Spiritlore) 

    -------------------------------------------------------------------------------

    Syntax: INVOKE RESURRECTION <target>

    Extra Information: Attune bonus: curses shall restore a small amount of health and mana

    Works on/against: Adventurers

    Details:

    The power of priest's to heal their fortunate allies is legendary.

    Though you shall require a focus in the form of a vodun doll fashioned

    to at least 50 times, you will be able to channel this power. By

    destroying the doll in its entirety, you may drag your comrade back from

     the very state of death itself, restoring him or her to a physical body.

    -------------------------------------------------------------------------------

    Spiritwalk (Spiritlore)

    -------------------------------------------------------------------------------

    Syntax: SPIRITWALK

    RETURN

    Details:

    This greatest of the spiritual arts allows you to leave your body and

    walk as a spirit about the land. The further from your body you stray,

    the faster your willpower shall drain if you run out of willpower, your

    spiritual form shall fade and your body will die.


    Be further warned. Leaving your body alone is a terribly dangerous

    affair. If an enemy were to stumble upon it, they would be able to

    destroy it, and any hope you have of returning to a physical form.

    -------------------------------------------------------------------------------

    Mastery (Spiritlore) 

    -------------------------------------------------------------------------------

    Syntax:

    Details:

    Now that you have mastered the spiritual arts in their entirety, you

    will be able to attune up to two spirits at a time.

     -------------------------------------------------------------------------------


    A male voice is heard through the membrane, "Hey, girl."

    A male voice is heard through the membrane, "Are you an Apostate? ..because you just tore my heart out."


  • Wait... Is this real?  I wish I was at home right now =P.

    !!

  • This is hardly a Curia event... Yes @Bluef‌ was there and a big help, but so were Hashani shamans and the spirit walkers, along with non Curia Eleusis shamans and other shamans around the game. This was a world event that the spirit walkers and I'll just assume that the Curia both were the first to know about because spirits. 


    I'll say that the event was big fun, I loved all the running around and the chance to see and interact with all those denizens and the skills really make me want to be a shaman. When do we get multi class again? 
  • BluefBluef Delos
    edited November 2014
    Mannimar is correct. Shamans throughout the realm were experiencing strange symptoms throughout the month. For example:

    The edges of your vision suddenly begin to tunnel as you feel your tether to the spirits weakening.

    The thin voice of Kalden, Guardian of the Veil quietly pleads, "Shaman... Help..."

    The Guardians of the Veil are a group of spirits who, I believe both the Curia and Spirit Walkers maintain, stand at the great mirror between worlds and help to restore Balance throughout the Multiverse.

    In short, while there were a few instances when it came in handy to have two Prophets of the Fortress (Mannimar and Aoghinius) and two Seers of the Curia (myself and Achimrst) there were shamans from Eleusis, Ashtan, Cyrene and Hashan involved in the event, some of whom have never really roleplayed any connection with either the Spirit Walkers or the Curia.
  • KayeilKayeil Washington State
    Bluef said:
    Mannimar is correct. Shamans throughout the realm were experiencing strange symptoms throughout the month. For example:

    The edges of your vision suddenly begin to tunnel as you feel your tether to the spirits weakening.

    The thin voice of Kalden, Guardian of the Veil quietly pleads, "Shaman... Help..."

    The Guardians of the Veil are a group of spirits who, I believe both the Curia and Spirit Walkers maintain, stand at the great mirror between worlds and help to restore Balance throughout the Multiverse.

    In short, while there were a few instances when it came in handy to have two Prophets of the Fortress (Mannimar and Aoghinius) and two Seers of the Curia (myself and Achimrst) there were shamans from Eleusis, Ashtan, Cyrene and Hashan involved in the event, some of whom have never really roleplayed any connection with either the Spirit Walkers or the Curia.
    You forgot rogues.  :( Plus a few helpful non-shamans.
    What doesn't kill you gives you exp.

  • KayeilKayeil Washington State
    When did binding and attuning spirits stop working in dragon? I was able to attune Marak for +1 con and Ri'shen for health regen... seemed fair since we lost runes, and can't attune enough things at once to make up for the loss of longer lasting runes.
    What doesn't kill you gives you exp.

  • Kayeil said:
    When did binding and attuning spirits stop working in dragon? I was able to attune Marak for +1 con and Ri'shen for health regen... seemed fair since we lost runes, and can't attune enough things at once to make up for the loss of longer lasting runes.

    Um, right around the time that every single other class ability in the game stopped working... (which was actually before the shaman changes, making this a bug if it ever worked at all).

    Also, you can still get runes in dragon, and they still work, so not sure what you meant by that.  Yeah, they don't last as long as if you were a runewarden, but that's because... you're not a runewarden.
  • BluefBluef Delos
    edited January 2015
    @Kayeil - The attuning spirits and bindings never followed shaman in Dragon. They should be there again when you lesserform though (so you don't need to re-commune/bind/attune). 

    I think she means that runewardens seem to get a bonus by having their ability cross over into dragon (but really anyone can get that same bonus; you just need to find a runewarden). The length of time that they last doesn't make them worth it in my book, but I rarely bash in dragon anyway.
  • KayeilKayeil Washington State
    Pretty sure they followed into dragon for a while since I remember having 21 con many times, and I don't own a con belt. I just thought it was meant to be that way. Hmm... but when I noticed it wasn't like that anymore today they were gone when I lesserformed so I had to bind and attune again, which I've never had to do before.
    What doesn't kill you gives you exp.

  • KayeilKayeil Washington State
    Looks like it was a bug. Seriously thought it was intended, though...

    ATTUNE (Spiritlore) effects will correctly be disabled (but not unbound) while in dragonform.

    Because apparently it wasn't disabling for me for a while, and then it started unbinding, and now both are working as the Garden intended.
    What doesn't kill you gives you exp.

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