Game Guide
On-Du Sham
The On-Du Sham tribe
A long time ago, great shamans from different tribes came together in their faith in On-Du alone and went to Yerden, the land of mystery, to dwell. The people of Om Lit Praga call these shamans the On-Du Sham.
They live quietly among themselves, more concerned with seeking truth than with worldly affairs. As the Strength of Darkness grows, they have broken a long silence and opened their hidden place to warriors.
In this dry desert land of hermits sleeps the secret of Kamalran, the essence of Strength drawn from the tribe's long faith in On-Du.
They live high in the mountains and draw their power from the earth and the elements.
- They fight with staffs and magic, channeling the energy of the natural world to cast spells and shield themselves.
- Their society turns around the shamans, who guide the tribe with wisdom and foresight.
- They are formidable in a fight but prefer to avoid one, settling matters through diplomacy and spiritual guidance instead.
Weapons
On-Du Sham are extremely intelligent and can work magic through Yelba, Tar, Ohra and Mir. They can also weave Kamalran into that magic, and not even Lama Shuham knows the limit of it.
| Key | Staff |
|---|---|
| A | Yelba |
| S | Tar |
| D | Ohra |
| F | Mir, from level 160 |
Ririsha
Ririsha is a high priestess of the On-Du Sham, revered for her ability to speak with the spirits. She heals allies and rains destructive spells on enemies, and the staff she carries is charged with elemental power. On the battlefield she works both sides of the fight, offense and defense together.
Yelba-Na
Ririsha attacks with magic, so Intelligence is what drives her attack power. The higher the Intelligence, the stronger Yelba-Na hits. Going full Intelligence gives the most damage, and putting points into Sense instead buys defense when you need it.
Loonpara can be crafted into a wider area skill called Loontamaire at the Yerden pot lady. You need Loonpara at L7, L5, L3 and L2. If the craft fails you keep only the L7, and the L5, L3 and L2 are lost, so a Hai Ring is advised.
Yelba-Na does extra damage to monsters of Tar nature.
Tar-Na
The same logic applies here. Intelligence and Sense together decide how hard Tar-Na hits, with full Intelligence for damage and Sense for defense.
Mondackbi can be crafted into a wider area skill called Shanmau at the Yerden pot lady. You need Mondackbi at L7, L5, L3 and L2, with the same risk: a failed craft leaves you the L7 only.
Tar-Na does extra damage to monsters of Yelba nature.
Sharm-Ohra
Sharm-Ohra is the healing path. Intelligence and Sense decide how strong the effect is, with full Intelligence for the largest heals and Sense for defense.
Marasiam can be crafted into Marasiamta, a wider area heal that also restores MP, at the Yerden pot lady. You need Marasiam at L8, L6, L4 and L3. A failed craft leaves you the L8 only.
The game is in Beta. As the On-Du Sham perfect their spiritual connection, you may run into technical issues or balance changes. Your feedback and patience are welcome while we work on it.
Found a mistake on this page, or something worth adding? Let the staff know by opening a support ticket.