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Kal Online Shaman job tree: Unfamiliar Shaman, Hereditary, Exclusive, and the two God paths
Kal Online Shaman job tree: Unfamiliar Shaman, Hereditary, Exclusive, and the two God paths

The Shaman is Kal Online's divine caster: a ranged magic class built on darkness damage, curses and summons. It is also the class whose job tree changes shape the most as you climb, because the last step is a fork. Rising Shaman of God is the PvE branch, Spirit Shaman of God is the PvP branch. What follows is the tree stage by stage, taken from the publisher's job tree and skill pages.

Where the Shaman sits in the class list

Kal Online shipped with Knight, Archer, Magician and Thief, and added the Shaman and the SwordTrickster later.[8] The official FAQ lists the Shaman's specialised stat as intelligence, the same as the Magician, and intelligence is the stat behind magic attack power.[8] The same FAQ confirms the base class cannot be changed after you create the character, so the decision is permanent.[8]

The six stages

The publisher's job tree lists the Shaman line in this order: Unfamiliar Shaman, Shaman, Hereditary Shaman, Exclusive Shaman, Rising Shaman of God, Spirit Shaman of God.[1] Only the last two carry a label in the tree itself, and those labels are "for PvE" and "for PvP".[1]

Unfamiliar Shaman and Shaman

The tree describes the first stage as long range magic attack backed by god power, and the second as the same magic with easier access to ghosts.[1]

The skill pages fill that in. Ghost Blade arrives at level 2 as a single target darkness spell on a one second cooldown, and Ghost Flash at 14 hits the target and everything near it.[2] Soul Shield at 18 and Divine Shield at 35 are the survival tools, both on 30 second cooldowns.[2] The damage line runs Wave at 30, Hurricane at 35 as an area spell, Ghost Spear at 37 and Pain of Soul at 41, which adds a damage over time effect on a 15 second cooldown.[2] The passives are Weapon Expert at 11 and 31 for attack power, Sober Judgment at 22 and 42 for critical rate, Seize The Opportunity at 47 for critical damage, plus Energy Recovery at 20 and Increase in Energy at 15 for MP.[2]

Hereditary Shaman

This is the summon stage. The tree says a Hereditary Shaman is an expert at summoning, calls ghosts with god power so they can fight alongside you, and can attack an area with that power.[1]

The skill list starts at level 50 and is heavily curse based. Entangling at 50 restricts movement on the target and nearby enemies and lowers their evasion, with a passive at 60 that extends how long it holds.[3] Spear of Pain at 52 is more darkness damage.[3] Mental Breakdown at 58 cuts attack power for a few seconds on up to 10 targets.[3] Collapse at 60 and Magical Explosion at 64 are the heavier curse hits, and Drain Blood at 60 is an area spell that returns health to you.[3] Spiritual Blessing at 55 is the group skill: it raises PvP defence and critical damage reduction for you and nearby party members and restores MP, on a 62 second cooldown.[3]

Exclusive Shaman

The tree describes this stage as borrowing a god's power from souls, strong enough that it can only be held for a short time, and as a party amplifier.[1]

That is exactly what the skills are. JigukKing at 50 raises maximum HP for you and nearby party members, JeungjangKing at 60 raises attack power for the same group, and both run on 60 second cooldowns.[4] Gangshin Fortification at 58 extends the duration of Gangshin.[4] Fireborn at 50, Amplification of Blood at 55 and Wave of Emperor at 64 give the stage its own darkness damage, and the passive ladder repeats at 51, 62 and 67.[4]

Rising Shaman of God (PvE)

The tree gives this branch mediumistic power from the god, the ability to summon the Doggebi and ghosts, and describes it as having powerful ranged damage spells and summon spells for PvE.[1]

The skills back that up. Exploding Spirit at 71 is an area attack, Six Souls at 75 is soul power damage, and Deadmans Hand at 75 lowers the critical rate of enemy characters while cutting attack power on monsters.[5] Spirit Wave at 91 is an area attack, Doggebi at 91 summons a spirit that attacks immediately, stuns monsters and reduces PvP attack power on characters, and Cloud Move at 94 is a chant that speeds you up.[5] Liberation at 80 is the group skill: it strips stun, Entangling, Mental Breakdown and curse effects from the selected ally and nearby allies, makes them immune to those effects for the duration and restores health, on a 45 second cooldown.[5] Ironveil at 91 is a passive that reduces Soul Pocket damage and gives you a chance to survive a fatal hit.[5]

Spirit Shaman of God (PvP)

The tree gives this branch the absorbed power of an ancient god, and describes it as having powerful buff and area of effect spells for PvP.[1]

The shape is the same as the PvE branch with the numbers pointed at players instead of monsters. Arcflare at 70 deals darkness damage and slows movement.[6] JigukKing of Taein at 70 and JeungjangKing of Taein at 80 are the bigger party versions of the maximum HP and attack power buffs from the Exclusive stage.[6] Soul Blow at 75 deals damage to the target and nearby enemies, and the Spirit version of Deadmans Hand at 75 cuts the critical damage increase rate of enemy characters.[6] 4th Rising King at 91 damages an area, stuns monsters and reduces PvP attack power, on a 15 second cooldown, while 4th Gangshin at 91 is a 60 second team buff.[6] Gangshin Ruling at 70 and Ironveil at 91 are the passives.[6]

The level 105 ultimates compared

Both God paths get two ultimates at level 105, and the pair tells you what each branch is for. Rising Shaman of God gets Lightning bombardment, which damages an area for three seconds and cuts evasion and movement speed, and Ferocious destruction, which damages the target and nearby enemies and weakens their defence.[7] Spirit Shaman of God gets Powerful lightning storm, which cuts accuracy and movement speed, and Vibration destruction, which reduces defence and critical damage.[7] The PvE branch takes aim and evasion away from monsters. The PvP branch takes accuracy and critical damage away from players.[7]

Choosing a path
  1. Solo PvE: Rising Shaman of God. The summons act as your front line and the branch is built on ranged area damage.
  2. Group PvP and castle siege: Spirit Shaman of God. Party wide maximum HP and attack power buffs plus area debuffs are what a siege group wants.
  3. Group PvE: Exclusive Shaman brings party HP and attack power buffs before the level 70 fork, so a Shaman who mostly plays in groups is useful before the branch decision.[4]
  4. If you are undecided: the Hereditary and Exclusive skill lists start at level 50,[3][4] and the two God paths start at level 70.[5][6] That leaves a long stretch to work out which side you enjoy more.
FAQ

What is the Shaman's main stat?

Intelligence. The official FAQ lists the Shaman's specialised stat as intelligence, the same as the Magician.[8]

What is the difference between Rising Shaman of God and Spirit Shaman of God?

The tree labels Rising as the PvE branch, with ranged damage and summons, and Spirit as the PvP branch, with buffs and area of effect spells.[1]

Does the Shaman get party buffs?

Yes. JigukKing raises maximum HP and JeungjangKing raises attack power for you and nearby party members,[4] and the Spirit path gets stronger versions of both at levels 70 and 80.[6]

What does Doggebi do?

It summons a spirit that attacks immediately, applies a stun to monsters and reduces PvP attack power on characters, on a 10 second cooldown.[5]

What does Liberation do?

It removes stun, Entangling, Mental Breakdown and curse effects from the selected ally and nearby allies, grants immunity to those effects for the duration and restores health.[5]

Can I change my class later?

No. The official FAQ says the class you pick when you create the character cannot be changed afterwards.[8]

Do both God paths get ultimate skills?

Yes. Both get two at level 105, one aimed at evasion or accuracy and one that weakens defence.[7]

[h]Sources[/h]

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