Ok here are some issues you have reported and my answers:
Q: Shaman guildmasters are hard to find
A: The guildmasters are not supposed to be secret, they are just not living inside a city since shamans are not exactly city dwellers. Here are the general locations:
- Solace: North of the barbarian guild
- Palanthas: The sewers, near the thief guild
- Kalaman: The cemetary
- Balifor: The boat Mytaric
- Tarsis: The barbarian village east of the city
Q: Shaman mem working without seeing (dark, blind etc)
A: This is not a bug, it works as intented
Q: Shaman skills not aggroing mobs
A: The full answer to this is a bit complicated, for now let's just say that i'll review some of them. For the biggest part, they are working as expected.
Q: Attacking twice with twohander without using frenzy
A: This is normal, the exact mechanics are up to you to discover
Q: Cannot cast wild blood
A: Wild blood can be used only in natural rooms
Q: Wood shape doesn't work
A: It works only in certain rooms, where you are expected to find trees. Also mind the syntax.
Q: Can target spirits with spells/skills etc
A: This is unavoidable, since you have to be to interact with them. Just be careful of your spell targeting. To facilitate things, a messaging will be added when new spirits appear, according to a player's suggestion.
Q: Spirits are annoying for the rest of the group because they mess targeting
A: I'm working on a solution
Q: Do shamans learn all their spells from the guilds
A: No, shamans must learn most of their higher level spells from spellbooks (called charms for shamans). Charms spells are static loads, pretty much like mage/druid ones.
Q: Do shamans have sheafs
A: No, shamans don't have sheafs
That's all for now, please keep reporting any other issue.
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Q: The help for the bind
Q: The help for the bind command says that you can bind spirits to weapons. However, the only weapon I've found that you can actually bind spirits to is the staff/club made with the wood shape spell. Every other weapon gives a message "You can't bind to that!". Is this working as intended, and if it is, shouldn't the help for the bind skill be changed to reflect it?
A: ?
> Spirits are annoying for
> Spirits are annoying for the rest of the group because they mess targeting
There was an old idea of adding ! to the arctic command syntax:
recite recall.!glowing (recite a recall that isn't glowing, i.e. doesn't have 'glowing' among it's keywords);
kill draconian.!spirit (attack a draconian that isn't a spirit)
HTH,
Boris
The problem with the
The problem with the spirits has been fixed since they only respond to the 'spirit' keyword now.
As far as bind goes, all natural nonmagical weapons may have spirits bound to them. There are not many good ones around atm, but we're working on it. Until then you can use the guild weapon which is just fine.
Help file for
Help file for frenzy
__________________________Actually you cant do anything except curses under frenzy, please put info about inability to flee
5th year in arctic and still newbie
I've noticed that the 10th
I've noticed that the 10th arctic class has a tradition of replacing an existing class. Templars ousted the old bashing paladins, Scouts ousted the Rangers. Are shaman's intended to eventually replace druids or clerics?
__________________________Obiwan never told you.
No, Shamans are not
No, Shamans are not replacing anything, they are a beast onto themselves.
Don't forget, Templar were
Don't forget, Templar were intended to be the test class for the revamped Paladin, and Scouts were the test for revamping Rangers (though I guess they grew into something of their own and nobody wants to formally rename them?)
Can spirits have their AI
Can spirits have their AI upgraded so they stand when bashed in battle like conjures and other charmies do? It's very tedious to micromanage that sort of thing. Same goes for DK dragons.