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"Ourik may be the king of those Orcs, but he answers to a higher authority."

The Grand Shaman (Gram for short) is a high level boss residing deep within the basement level of the Orc Cave. To access the basement one must collect each of three different keys from the Shamans found inside the Orc Cave to unlock the doors found in the central hub. Once in the basement one must defeat the disciple located directly south of the door located in the northernmost part of the basement, however be warned that once the Grand Shaman notices ("aggroes") you, the door will lock behind you, trapping you inside until the Grand Shaman is defeated, you teleport out, you die, or someone else kills the door disciple after it respawns.

Statistics

Although it is difficult to make exact determinations since players can't polymorph into Grand Shaman, players have compiled statistics on what they have observed:

  • He has approximately 500 life points, meaning he has a life level of 60.
  • He has a very high blunt skill (Assume 40-50 or higher) as he can consistently hits 20's and sometimes 30's on players with 50+ defense and he is capable of doing 40+ damage to a low defense player.
  • He has a very high defense, possibly around 60.
  • He has a shield skill of at least 10 as he is able to wield a spiked shield
  • He has a magic skill of at least 24 as he can cast the Scroll of Blinding Light
  • He has a drinking skill of at least 15 as he can drink a stone skin potion
  • He has a bind wounds skill of at least 1 as he can slowly regenerate life points
  • He is slow (approximately 75% speed) and can be outrun by a player, but players should be aware of his drinking skill and the threat he could become if he picks up a speed potion
  • He is both greedy and smart: He will exchange weapons and armor from the ground if the new item is more powerful than what he is using and he will carry the rest. Note that he will only pick up superior blunt weapons.

Scrolls

The Grand Shaman may carry and use any of the following:

Solo Guide

Skill Requirements:

Minimum Equipment Requirements:

Consumable Requirements:

Before the Fight

  • Be sure to close the three entrance doors in the Orc Cave behind you to avoid attracting attention.
  • Once you kill the Disciple blocking the main door, drink a Potion of Invisibility. Hit 2 Shamans and up to 4 Disciples, then lead them out of the room. At the skill levels specified above, eliminating these enemies at once should be easily manageable, though it's preferable to only be hit by one shaman at a time, and to kill the shamans first.
  • Regenerate.
  • If you have a wand of sleep:
    • Walk into the Grand Shaman's room and stay in the lit portion right past the door. Fire the wand straight into the center of the room. While Gram is asleep, kill the remaining enemies.
    • Regenerate until Gram awakes.
  • If you don't have a wand of sleep:
    • Kill all minions in the room. Do not get hit by the Grand Shaman.

The Fight

  • Kiting:
    • Kiting is a strategy used to kill the Grand Shaman without being hit by his melee attacks.
    • Since Shamans have exactly the same attack pattern as the Grand Shaman, you can practice this strategy on them.
    • The Grand Shaman will start by attacking with both of his hands at the same time. There is enough time until his next attack to hit him twice with your main hand, though if you want to be safe, you can just attack once.
    • As the Grand Shaman continues to attack, his two arms will start to attack at different times. Once there is more than a 1-second pause between Gram attacking with one hand and the other, it is no longer safe to try to attack him. Skilled players can attempt to hit him between single-handed attacks.
    • Always keep proper distance; turn around right after you attack to avoid being hit at all costs.
    • Do not try to hit Gram when he gets distracted and walks away from you. Wait until he starts attacking again.
  • Handling Gram's Spells
    • The Grand Shaman will begin using scrolls at around 60% of his health.
    • Keep your health near full to deal with embers, summoned wolves, and summoned bats, because they can be especially deadly when used at the same time as a fatigue or confusion
    • Run after hitting Gram as quickly as possible to avoid embers.
    • If Gram summons bats, try to separate them and kill them one or two at a time.
    • Stay around the center of the room and try to avoid corners.
    • If Gram casts a fatigue, counter it as quickly as possible.
    • If Gram casts a confusion:
      • If you are near a corner, use a Scroll of Awareness immediately. If you are still confused, try again. If you cannot escape being hit or don't have any scrolls of awareness left, quickly teleport or levitate.
      • If you are in an open space, try to walk away from Gram if possible before using a Scroll of Awareness. If you cannot use one for any reason, you can either (1) try to walk away and quickly use a sleep wand, (2) teleport/levitate, (3) counter-confuse, or (4) (not recommended) try to walk away from Gram until the confusion wears off.
    • Always stay aware of your health and heal with your healing items if needed (or by sleeping Gram and regenerating).

Duo or Group Strategies

Typically, people go on Grand Shaman runs with two or more people. A common strategy involves 1 player entering the Gram room while invisible to clear out the Shamans and Disciples first, so everybody can concentrate solely on Gram. Players typically take turns tanking Gram and regenerating health. When Gram's health is at about 60%, he will begin to rapidly use scrolls. His scrolls include healing wind, summon wolf, summon bat, blur, single shot and 3 shot emberconfusion, and drain life. He spawns with different scrolls each time so no two battles will be the same. however, I'd say without question his deadliest scroll is confusion and players should prepare to run away from him and/or teleport if their magic level allows it when he reaches half of his health points, hoping not to get hit by a confusion. A levitation will serve better than a teleport assuming you are not already pinned.

Another strategy that is quite effective is where 2 players clear the room of disciples and shamans, then "reverse wall" the Grand Shaman. This is done by having 2 players on wall, one moving 1 pixel at a time until the Grand Shaman is on the edge of the wall. The other player then runs to the chest room door and waits until Grand Shaman targets them. The other player then attacks the Grand Shaman from now stuck on the wall, until it is dead. This is best done with 2 players and a Minotaur Axe (It has more range, although it is possible to do this with Morning Star of Drain Life, but you will take damage).

Drops

From the Grand Shaman:

Note that the Grand Shaman will use his scrolls in combat.

From the Chest:

Most chests will have at least 1 tier 2 scroll, with 1 to 9 scrolls dropping in total.

Trivia

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