A few mysterious things about Gaesati shapeshifters guild

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cromin
Supporting Member 2008
Posts: 20
Joined: Mon Mar 29, 2004 17:03 pm

A few mysterious things about Gaesati shapeshifters guild

Post by cromin »

Some things about gaesati shapeshifters that you just have to know:

(Some information might not be completely accurate, please correct)


General:
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+Subguild locations: ask cerarysh about kindred of tree, etc

+The command to specialize (at the form guild of your choice): honour totem

+Plant lore helps tree shapeshifters in combat (no combat bonuses for other forms)

+Animal lore helps all forms in combat (also trees)

+Size of all serpent aspects increase with more kinship %

+In tree form your vines occasionally also poison the target if you have studied
50% or more of the spell Fangs of a serpent (no need to cast fangs, passive effect)

+Headbutt skill affects overrun damage and the chance to confuse the opponent while overrunning

+Corresponding kinship needed for 4th aspect: 15%
5th aspect: 50%
6th aspect: 80% (6th aspects are yet to come)


About armours:
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+You can only wear light armours in hit slots (and even that with enough skill) but any
armours in non-hit slots

+Protection matters only a little if at all(?)



About weapons:
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+How to choose a good weapon to wield as a shapeshifter:

*mere and scythe of tribal gods increase natural weapon damage and are the best available weapons

*if you can't afford them consider these hints:
bludgeoning weapon for trees
slashing weapon for wolves,cats,bears
piercing weapon for spiders
piercing weapon for serpent's left hand (affects fangs)
bludgeoning weapon for serpents right hand (affects tail)

*if you wield incorrect weapon type you get some minuses
*meres of a primalist (club) ignore those incorrect weapon type minuses (also scythe)

*don't wield 2-handed. you get some minuses compared to wielding two same weapons 1-handed

*material doesn't affect that much (?), quality neither(?), weapon type (dagger<spear) affects a bit
(just my own observations)

-> instead try to go for +dam +speed +stat weapons

+Templar spells that are cast at your weapons help only if they are cast while you are in human form
and you shift to another form afterwards
drakken
Posts: 63
Joined: Tue Nov 16, 2004 06:51 am

Post by drakken »

+Animal lore helps all forms in combat (also trees)
Animal lore helps all forms when fighting animals, but it only improves the abilities of non-tree forms.
bludgeoning weapon for serpents right hand (affects tail)
4th form of serpent has a bone tailblade and that uses piercing weapons, not bludgeoning

One of the most useful commands is gaesati_cmd info
An example of this command would be to type 'gaesati_cmd info form of a wolf' and it would show you useful information about the wolf forms.
ream
Posts: 5
Joined: Mon Dec 19, 2005 16:17 pm
Location: West Coast

Post by ream »

players have asked these things many many times so I put requirements for aspects here. (if too much info just delete this)

2nd aspect: 50% of form of a xxx and 1% of change aspect.

3rd aspect: 50% of form and 50% of change aspect.

4rd aspect : 75% form 75% change aspect, 25% mastery of shapeshifting and 15% of kinship mastery.

5th aspect: 90% form, 90% change aspect, 50% of mastery of shifting and 50% of kinship mastery.

6th aspect: 100% form, 100% change aspect, 90% mastery of shifting and 80% of kinship mastery. (6th aspect isn't done yet)
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cromin
Supporting Member 2008
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Joined: Mon Mar 29, 2004 17:03 pm

Post by cromin »

thanks for correcting and adding info..

some things i forgot to mention:

+ by specializing to a form you get 2 x mastery learn rate with that form
+ trees are vulnerable to fire
+ cats and wolves get some hunt bonus
+ serpents have a special dodge
+ trees regen a bit faster if there's water in the room (and grow roots spell active?).. though i haven't found this feature very useful
+ you can move even with grow roots spell active if you have enough masteries
drakken
Posts: 63
Joined: Tue Nov 16, 2004 06:51 am

Post by drakken »

cromin wrote: + you can move even with grow roots spell active if you have enough masteries
I'm pretty sure you can always move with this spell on, no mastery required. In the old days, you could never move, but it was found to be too inefficient especially when doing party runs.

+granite serpents get very nice resistances to poison and lightning, and lava serpents get a nice resistance to fire

Also, if you read the gaesati_cmd info on each form, it generally tells you their special abilities, such as the serpents slither dodge, bears hybernation, and hints at wolf and cats hunting.
ayra
Posts: 1
Joined: Tue Aug 28, 2007 09:24 am

Post by ayra »

Thank you so much ream, I really wanted that information <3
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