Shaman
The
Shaman is a job role available only to
Heroes. They were introduced in Season 5.
The
Shaman is the master in manipulating
Lost Soul. Using his
Voodoo Mask, he can accurately locate
Aimless Souls wandering within the
World Beyond. Then, he can make incredible uses with these souls.
Contents
Abilities
- Transport as many souls as their inventory allows.
- Locate
Lost Soul (as
Aimless Souls) in the
World Beyond. The souls are shown on the
Map.
- Note that it is only possible for the Shaman to see souls in zones which have been visited in the World Beyond! This means it is entirely possible to have had deaths and not be able to see any souls in the desert. Once the zone has been visited, the souls in that area will become visible to the Shaman.
- Use a
Weak Soul for:
Make it rain
When outside in the
World Beyond (including
Town Gates), with a
Weak Soul in his or her
Inventory and 1
, a
Shaman can choose to Make it rain, consuming 1
Weak Soul and 1
.
- If there are zombies within the zone, 3-6 zombies are eliminated.
- If this is done outside the
Town Gates, 5 rations of water is added to
The Well. - The following entry will be registered at the
Registers:
[Shaman] made it rain baby! Thanks to them the well has gained 5 rations of clean water! - Note that there is a chance of failure to make it rain. (unconfirmed estimate 10-20%)
Transformation into a
Powerful Soul at the
Workshop. A
Powerful Soul can only be used by the town to construct special defenses.
Use your healing hands!, which costs 2
and has a chance to fail, or give the shaman the ailment of your target. The ailment is randomly chosen from all the negative effects on your target. A citizen can only be healed once a day, even if it fails. Once an attempt is made, all other shamans can no longer heal that person for the day as well. However, the shaman may attempt to heal other players. You can't even attempt to heal someone when you are terrorized.
- Text examples:
- Curing Terror: There's nothing better than fear to vanquish terror. You remove your Shaman mask and gently blow a home-made hallucinogenic powder onto their face, to induce a sleep-walking state. Your tete-a-tete quickly provokes "pavor nocturnus". When they reawaken [Citizen] seems to have been relieved from their terrorized state.
- Curing Terror, but failed: However, simply seeing this citizen in such a state of utter terror has terrorized you.
- Curing drunk: You unsheath your sacred knife and begin to «prepare» following a well-practised sequence of ritualistic movements. The energy flow guides you and without hesitation you make an incision just beside the liver. As a clear liquid leaks from their freshly mutilated body, [CITIZEN] is freed from the clutches of alcohol.
- Curing infection: You unsheath your sacred knife and begin to «prepare» following a well-practised sequence of ritualistic movements. The energy flow guides you and without hesitation you make an incision at the base of the infected limb. The decontamination process is underway, albeit slowly.
- Failing to cure injury: That's impossible... you don't feel anything, no energy, no flow to guide you. The risk of killing [CITIZEN] is too great.
- Text examples:
Equipment
Notes
External links
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