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Mage's Guild Page
Mage's graphic

Shaman Training List

A few things to note before we start:

This is a product of pen and paper. It is intended as a generic outline of what you should be learning in the guild as a shaman.
You will not be able to follow the guide exactly. I have tried to cover every possible outcome.
Every Shaman's situation is different. For best advice, ask another shaman.
This guide will tell you which spells are available at which portals. Obviously, if you're like me and would like to find out for yourself, then don't read this; seek personal advice from another shaman.
With a few exceptions, skills taught at the guild are all you need. Even if you found someone to teach NSU for example, if you learned it from them you'd be worse off in the long run.

Pre-Guild

-It is recommended that if you want to receive the full benefits of being a shaman that you join the Moorgate Mage's Guild as soon as possible.
-Spiritual Karma should be maxed at every opportunity.
-Learn the Fireflames spell as high as possible.
-Learn the Heal spell as high as possible.
-Hunt at the Training Grounds and explore the Catacombs.

Mage's Guild: Levels 1 to 10.

-It is recommended to stop learning at level 8, in order to save build points for the next guildportal.
-After level 5, be sure to keep your level and guildlevel together.
-Don't forget to city tithe.
-Most shaman are willing to offer their protective spells for free. Just ask. Politely.
-The Mages guild ring is essential. Buy it. Practice with it. Use it.

-The guild offers Spiritual Karma to a higher level than the Adventurer's Guild.
-Learn Sorcery Spell Use as high as possible.
-Learn Naturalism Spell Use to the maximum.
-Max Fireflames.
-Max Heal.
-Learning Ensnare to novice is useful, but not recommended.
-Learn Light Shards. To novice is recommended, but learn higher if you think it will help you.
-Scribe Eagle Eye then Ogre Strength. Learning higher than novice is pointless at this stage.
-Antidote to novice at most.

-The Training Grounds is the best place to hunt until level 4.
-Depending on your skill, you may wish to skip hunting the Catacombs and move straight onto the Fortress. Remember that you only have an unbalance time when casting a spell. Targeting doesn't take time; this is important. Do not allow an Ogre to hit you.
-Head over to the Slave Labour Inn at around level 8. This hunting ground, although deadly, is the best experience you will get anywhere. The best way to deal with creatures here is to cast fireflames, lure a creature, target, move to the next room, cast another fireflames spell, wait for the creature to follow you, and repeat. This way you can avoid ever getting hit.

Guildrank 10 to 15.

-Many new spells will be available to you now. Some will be tempting to learn, and they will mostly be useless at this level.
-Arcana is available. Although you will be able to make runes at this level, learning the skill here will cost BPs that are needed desparately elsewhere.
-Save two levels' worth of BPs for the portal(14 and 15).

-Max the usual skills: Spiritual Karma, Naturalism Spell Use and Sorcery Spell Use.
-Fireflames and Heal to max.
-Demon Shards to novice.
-I don't like the Physical Training skill. If you want it, you're obviously free to learn it, but I didn't.
-Dodging complements the shards line of spells nicely, but isn't essential.
-Barter is a useful skill, but again, at this level not necessary.
-Resilience has it's uses, but as a Mage you'll find there are other ways to raise your resistance to the elements.
-Ensnare would seem like a good choice, but if you've gotten this far without it, you'll be fine to carry on without it.

-Slavers is the best choice until level 15. After this the Causeway is probably the best place to go. Start using attack macros there: "t stun jelly;;t snotler shaman;;t;;cast fireflames", for example.

Guildrank 15 to 20.

-The list of available spells expands ever further. Learn only what is classed as important.
-Learning Chill will open options later.
-Again, save two levels of BPs(19 and 20).

-Spiritual Karma, Naturalism Spell Use and Sorcery Spell Use.
-Fireflames.
- Giant Strength and Tiger Eye to novice.
-Dragon Shards, Magic Eye and Dragon Strength in that order, as high as possible.
-Chill to novice.
-Magic Spell Use as high as possible.
-If you think you need a mount, or want one anyway, learn Riding to the level required.
-Physical Training if that's your thing.
-Dodging.
-Barter.

-Graveyard. Learn the patterns to lure out the creatures, and don't let the Skeletal Necromancer cast a spell on you. A new macro to learn: "s;;t;;n;;cast fireflames". Remember to work out the way to open the gate first.

Guildrank 20 to 26.

-Start thinking about your choice of subguild. Ask around for opinions.
-The Greater Magestaff is available here. Ask for help to obtain this infinitely useful item.
-The first truly unique spell, and also one of the most powerful is here. Raise Dead will allow you to bring someone back to life, although since the person will lose experience anyway, you won't be asked for this all that often. Also note that the person will come back with one hit point. Therefore it is essential that you guard them before casting the spell, and heal them as soon as possible.
-Take a look here.

-Spiritual Karma, Naturalism Spell Use and Sorcery Spell Use.
-Raise Dead to novice only. Don't be tempted to learn it higher.
-Dragon Shards, Magic Eye and Dragon Strength(referred to as "colours" hereafter) in that order, as high as possible.
-Choose one of the following options:

Option 1 - Learn Heal to the max.
Pros:-
Stronger heal
Shorter Unbalance time

Cons:-
Will cost more BPs in the long run
Will cost more SPs to cast
Limits later options

Option 2 - Learn Regenerate to the max. (recommended)
Pros:-
Save BPs
Will become much stronger than heal eventually
Gives more variety later on

Cons:-
Slightly slower and weaker than heal would be
Higher SP cost

-Chill to novice if not already done.
-Zap, Ice Ball, Inferno, Blazing Bolts all to novice.
-Arcana to adequate. Especially useful if you're planning to join either Serenity or Coven subguilds.
-Dodging, Riding, Barter, Resilience.

-Hunt at Dark Blizzard Pass in order to make gold in preparation for subs.
-Ashwood Forest is the best experience at this level. Use your Chill spell, and try to get someone to cast haste on you. Watch out for Eye Demons.

Guildrank 26 to 32.

-Time to join a subguild. Ask for help.
-Make sure you know your way around your chosen subguild, and also where to go for skills and spells. If you don't, ask.
-Catch-up time. You'll mostly be learning skills and spells you didn't get that are on the lists for previous portals.
-Second level sorcery spells will become stronger than the first level ones you've been using, but don't waste BPs on learning them over novice.
-Haste will become more and more useful; however not essential. If you can manage without using haste, then you are better off for it.
-Two levels of BPs should be adequate for the next portal.

-Max the usual skills: Spiritual Karma, Naturalism Spell Use, Sorcery Spell Use, Magic Spell Use.
-Max Colours.
-Max Regenerate.
-Ensure Ice Ball, Inferno and Blazing Bolts are all to novice.
-Dodging, Riding, Barter, Resilience.
-Unstun to apprentice.
-Have Toughness, Cabalistic Ability and Spell Resistance in reserve in the event that you have an abundance of Build Points.

-Hunting is getting tougher now. Stick with Dark Blizzard Pass or Ashwood Forest for the time being.
-Check Cottley Mounds for experience from time to time. You should be able to start hunting there at around level 30. It is imperitive that you can resist fire.

Guildrank 32 to 42.

-Resurrect is available. See here for more information.
-Third level sorcery spells will become stronger than second level at around level 37.
-Yet again, two levels worth of BPs will be enough for the next portal.

-Max: Spiritual Karma, Naturalism Spell Use, Sorcery Spell Use, Magic Spell Use.
-Max Colours.
-Max Regenerate.
-Max Resurrect. At novice skill level, you will be able to save 50% of a person's excess experience.
-Max Herbalism.
-Learn Blizzard, Dragon Fire and Gigawatt Death in that order. If you're planning to use haste a lot in the future, then only learn to apprentice. Else max them.
-Learn Confusion and Mindmaze to novice, and then finally get Cause Pacifism to apprentice. This will be your main hold spell.
-Dodging, Riding, Barter, Resilience.
-Toughness, Cabalistic Ability and Spell Resistance as last resorts.

-Cottley Mounds is undoubtedly the best experience until level 35. Most choose to hunt there until level 40, or even level 50.
-Charons Cavern is only an option if you have Cause Pacifism. Haste is also needed for survival. Everything is dangerous down there, so be careful. Blizzard is the attack spell of choice.

Guildrank 42 to 52.

-At this time, the Poison Enchantment spell is still unobtainable.

-Max: Spiritual Karma, Naturalism Spell Use, Sorcery Spell Use, Magic Spell Use.
-Max Colours.
-Max Regenerate.
-Get Antidote to novice if not already done.
-Learn Cure Confusion and Cure Pacifism to novice.
-Max Dodging, Barter, Resilience, Toughness, Cabalistic Ability and Spell Resistance.
-Start learning Blizzard, Dragon Fire, Gigawatt Death and Cause Pacifism to higher levels.
-Learn Unlock and Lurk to apprentice.
-Learn Body Bind to apprentice.

-Cottley Mounds and Charons Cavern are probably the bet hunting areas.
-Explore; try Everhell, Tymore Hills and Longford Canyon. Remember your guild ring.

Guildrank 52 to 62.

-Learn the usual skills and spells.
-Learn another level of Resurrect.
-Learn the Pacifies Enchantment spell. Selling this spell is up to you; I charge 500 gold per level of the enchant.
-Learn Ensnare and Venom to novice.
-Learn Freedom, Flamebane, Crystal Skin, Aurora and Bloodshrine to novice.
-Continue learning Blizzard, Dragon Fire, Gigawatt Death and Cause Pacifism.

-Charons Cavern is still the best you can do at this level.
-Group up with other people and explore other places.

Guildrank 62 to 75.

-The most powerful healing spell, Body Restore is available. Although it can heal anyone in one spell, the high unbalance time makes Regenerate a more favourable spell to use.
-Group Spells are available. Avoid.

-Learn the usual skills and spells. Most should be maxed by now.
-Learn Body Restore as high as possible.
-Learn Disentangle, Web, Airy Freedom, Sloth, Entrap and Release to novice.

-Charons Cavern is still a good place to hunt.
-Longford Canyon may become good exp up until level 70.

Guildrank 75 to 90.

-The effective range of group spells are dependant upon Group Spell Use level. Maxing Group Spell Use at guildrank 62 would allow you to target yourself and one other person, which is why we didn't start there. Guildrank 75 GSU will allow you to target yourself and two other people. Guildrank 90 will let you target yourself and three other people, and so on. Another point to note is that you must be leading the group for the group spells to work.
-Free time. You're well past the point where you're able to make your own unaided descisions. Learn spells you think will be useful.

-Max usual skills and spells.
-Learn Resurrect.
-Max third level sorcery. You will be able to get them to awesome spell level, which means you can cast at haste speed without haste.
-Max Body Restore.
-Max Group Spell Use skill.
-Learn Group Heal.

-Hunting is basically in Charons Cavern until you're able to handle the next hunting ground.
-Tymore Hills is great experience. I started there at about level 85.

Guildrank 90 to 110.

-Most things are dependant on your circumstances now. You know what you need and what you don't.
-Body Restore finally becomes a one-second unbalance time, making it highly effective.
-Third level sorcery spells are available, but not necessary to learn.

-Max usual skills and spells.
-Max Body Restore.
-Start working on weapon skills such as One Handed Weapons or Missile Weapons if you have it.

-Hunting from here on out is mainly in Tymore Hills.
-Charons Cavern may still be good experience if you aren't sick of it.
-Spire of Dawn is an option, although dangerous for shaman due to our lower damage.

Guildrank 110 to 130.

-What are you doing here? If you still need my advice at this point, you have to ask yourself how you got so far in the first place.
-Basically learn anything you don't already have.
-As with third level sorcery, learning any more Body Restore is pointless.

-Max the usual.
-Learn Resurrect.

-Tymore Hills at the time of writing is still the best option.

Guildrank 130 to 150.

-Start learning every spell to at least apprentice. Yes, even Restore Hearing.
-I'm talking to myself now.

-Finish Dragon Strength and Magic Eye to maximata.
-Expand group spell collection.

-Tymore Hills is the best hunting yet again.

Guildrank 150.

[UNKNOWN]

Originally scribed by Shaman ArchGuide Orchid
Amended by Shaman ArchGuide Abradix in year 192
Completely reworked by Shaman ArchGuide Hyt in year 248
Sealed by Guildmistress Tiarne in the year 248




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