“ | Don't aspire to ascend. The gods are cursed with immortality. They are the servants of paradise. | „ |
~ Moda Khutar, High Priest of the Temple of A'Naza. |
Shaman is a class available to the Archai, Dark Myr, Elf, Human, Ogre and Skar races. The Shaman's primary group role is Healer, making it their priority to keep their allies alive. Shaman achieve this by synergizing their heal over time and direct healing spells to create bursts of powerful healing. Shaman are also capable of casting a number of beneficial spells, bolstering Attributes, amplifying attack speed and reinforcing resistances. A Shaman's foe often suffers the inverse, finding themselves wracked with disabling detrimental effects and damage over time spells which steadily wear them down.
Lore[ | ]
The Shaman is a disciple of ancient mysticism that uses his powers to call upon spiritual forces. Residing within a planar realm called the Spiritual Arcana are the spirits of the dead and the energy they emanate. By following the techniques of Ethosian priests, shamans can interact with spirits and siphon their energies to bolster their own powers. To the Shaman, death is not feared. It is a natural course all must take. Immortality is what they fear.
Description[ | ]
It is rumored that Shaman live in every age at once. Thus, shamans know the ancestry of any friend or foe, wielding this knowledge to great benefit, or baneful cost. It is a second sight, allowing them to sense the threads of energy woven through Terminus’ past. It is this unique gift that allow shamans to discern the ancestry of friend or foe, wielding this knowledge in the form of powerful Boons – or frightful Banes.
Gameplay Information[ | ]
Group Role
The Shaman's official role is Healer . Classes in the healer role focus on restoring the HP of their party members. Within an ideal group set-up, this healing is focused on the party's Tank. Each healer performs their healing differently, with the Shaman's specialty being healing over time[2] which they can synergize with their direct healing spells to create powerful bursts of healing.
Shamans also have an array of support-oriented abilities, with buffs such as Wind Strider to increase movement speed, Skymane's Pact which increases haste, as well as spells which increase Attributes like their Grip of Shale. Foes can suffer the inverse and have their attack speed lowered by Scorched Fog, their AC lowered by Weathering and their Attributes reduced by spells like Shackle of Mud.
Shamans are able to utilize a synergy similar to their HoTs and direct heal spells with their DoTs and direct damage spells. For example, their DoT Strike of the Snake is an animus bane, meaning if the Shaman uses an animus curse - such as Fang of Harune - while the bane is active, the animus curse spell will deal more damage.
Boons, Oaths, Banes and Curses
Boons, Oaths, Banes and Curses can belong to any one of the following elements: Ancestral, Animus, Earth, Fire, Water or Wind.
- Boons
- Boons are associated with positive effects like Healing or Buffs. A boon is active as long as the parent ability is active. They can be synergized with an Oath matching the same element.
- Oaths
- Oaths are the trigger for Boons. They take effect as soon as the ability with an Oath is used on a target with an active Boon that matches the Oath's element.
- Bane
- Bane are associated with negative effects like Damage Over Time or Debuffs. A bane is active as long as the parent ability is active. They can be synergized with a Curse matching the same element.
- Curse
- Typically styled as Primal Curse, these are the trigger for Banes. They take effect as soon as the ability with a Curse is used on a target with an active Bane that matches the Curse's element.
Combat Resource
- Vision
- Shamans gain Vision as a percentage of the effective healing they perform on themselves and their allies. The more Vision a Shaman accumulates, the faster their spell-casting speed becomes, up to a total of 20%. This is represented in the UI by a closed eye in the character portrait. As a Shaman's Vision increases, the eye will progressively open until full.
Weapons & Techniques
Shaman can use both one-handed and two-handed Blunt and Piercing class weapons.
Weapon Class | Available Types |
---|---|
Blunt | Club, Mace, Long Staff, Stave, Quarter Staff |
Piercing | Dagger, Long Spear, Short Spear[3] |
Race[ | ]
“ | The race you choose will provide different racial innate abilities that can and will be handy while adventuring. There will be times when the race you choose is to your, and your party’s, advantage; at other times neutral, and other times to your disadvantage. They will all be useful in any serious dungeon or other adventure area but one may be more advantageous in certain scenarios and situations. | „ |
~ Official Description (retrieved from archived FAQ) |
Shamans can choose between six different races: Archai, Dark Myr, Elf, Human, Ogre and Skar.
FAQ / Q&A[ | ]
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Player Guides[ | ]
- For an in-depth look at the Shaman, please see the guides available on the Shaman Guides page.
Trivia[ | ]
- During the June 9th, 2022 “Monk Combat Updates and Gameplay” stream it was announced that, as part of updates to the class-race matrix, Dark Myr would now be able to pick the Shaman class. [5]
Gallery[ | ]
Archival
Concept Art
Concept art of a Skar Shaman [Pre-Alpha]
Resources[ | ]