Shaman

AVAILABLE RACES

Archai
Dark Myr
Dwarf
Elf
Human
Ogre
Skar

Shaman


It is rumored that Shamans live in every age at once. To walk the path of the Shaman is to hear the voices of those who came before, to sense the movements of unseen forces, and to understand that every living thing on Terminus is shaped by its past.

Shamans possess a second sight that reaches beyond the present moment. Through this gift, they can discern the lineage of friend and foe alike. This knowledge may be offered as a boon, strengthening allies through ancestral favor and restorative magic, or turned against enemies as a bane, exposing weakness, burdening the spirit, or invoking maladies from ages past.

Yet the Shaman is also an intimate vessel of the elements of Fire, Wind, Earth, Water, Animus and the Ancestral. The Shaman recognizes these elements as ancient powers with their own will; the oldest ancestors of all, bearing witness to the rise and ruin of countless worlds now bound to Terminus.

These elemental bonds allow Shamans to draw upon cleansing waters and ancestral spirits to protect, strengthen and restore life, or bend these elements into rites of disruption, weakening and ruin. They are both healers and manipulators of fate; able to both preserve the life of their allies or unravel their enemies by calling upon the forces that shaped them long before they ever drew breath.

Mastery Path 1: Oracle (Healer)
Mastery Path 2 Fateweaver (Support)
Combat Resource: Mana
Available Armor: Up to Leather
Available Weapons: Hammer, Mace, Club, Short Spear, Long Spear, Long Staff, Great Hammer
Combat Skills: Shields (Up to Small Shields), Dodge
Spell Skills: Augmentation, Conjuration, Enervation, Evocation, Fortification, Manifestation, Restoration

FEATURED ABILITIES Omen of Fangs

Release a blast of searing venom at an enemy, dealing Poison damage.

Mantle of Mist

Surround an ally with a mantle of soothing mist, restoring health over time.

Serpentine Strike

Swiftly counterstrike an enemy for Physical damage after receiving damage.

Grip of Stone

Imbue an ally with the fortitude of stone, increasing their Strength.

Bane of Venom

Inflict a virulent bane on an enemy using the essence of poison, dealing Poison damage over time.

Cleansing Flame

Cure yourself or an ally of harmful Disease effects.

Weathering

Erode the earthen elements in an enemy’s armor, reducing their Armor Class for some time.

Mark of the Fireclaw

Manifest the ancestral protection of the Fireclaw in an ally, increasing their Fire Resistance.

Paradox

Reunite a fallen ally with their remnance, bringing them back to life at the location they were slain.

Headwinds

Assail an enemy with gusts of wind, reducing their chance to hit with attacks and spells.

Ancestral Companion

Echo through the ages to call your ancestral companion to your side.

Wind Strider

Accelerate an ally’s Sprinting Speed.

Chronoburn

Sacrifice Health to record the amount of Mana you currently have. After X sec, your Mana pool is restored to the amount recorded at the moment Chronoburn was activated.

Agewalker’s Gift

Impart the mind of an ancient to an ally, increasing their Wisdom, and total Mana.

Chains of Bedrock

Restrain an enemy with chains of bedrock, rooting them to the ground.

Reptilian Veil

Manifest the ancestral protection of the great reptiles, increasing an ally’s Poison and Nature Resistance.

Shrink

Shrink yourself or an ally, allowing you to fit into tight spaces.

Walk the Ages

Mark your current location. When you activate this ability again, you will instantly return to the marked location.

Torrent

Call forth a surge of energy, restoring Mana and dealing Nature damage to surrounding enemies, knocking them back and rooting them.

Note: This is not a full list of Shaman abilities available within the game and is intended only to provide an overview of the class. Many of these abilities have upgrades and variations that become available as the character levels up.

Oracle Mastery Examples

The Oracle Shaman is a restorative mystic who draws upon elemental power to mend wounds and preserve life across the shifting flow of battle.

Mastery Description
Ability Unlock: Rushing Waters Consume Mantle of Mist on an ally with a rush of healing waters, restoring Health over time.
Ability Unlock: Echo of the Rainlands Cast a veil of soothing rains over your group, restoring each member’s Health over time.
Ability Unlock: Hurry the Past All of your active, periodic healing effects will instantly finish their durations, directly healing their targets for the remaining amount.
Ability Unlock: Interlocking Stones Surround the target with resilient stones, absorbing up to X Physical damage and then reducing incoming Physical damage by Y while the effect lasts.
Ability Unlock: Part the Veil Part the veil and return to your body at the moment of death, bringing you back to life with X% Health and Mana. Part the Veil does not incur an experience loss.
Stonewater Shelter Each tick of healing from your Replenish on a target affected by your Interlocking Stones will increase the Physical damage mitigation of Interlocking Stones by a certain percentage while it remains active.
Twin Currents Casting Mantle of Mist will grant Twin Currents, making your next Mantle of Mist instant cast and reducing its mana cost by 50%.
Mist-Fed Rains Increases the amount healed by Echo of the Rainland’s period healing on allies affected by Mantle of Mist.
Restorative Timing If Mantle of Mist is consumed by Rushing Waters when it has less than 5 sec remaining, your next Mantle of Mist will cost 25% less mana.
Heavy Downpour The first healing tick of Echo of the Rainlands heals for an additional 25%. Also, while Echo of the Rainlands is active, increases the spell pushback resistance of effected targets by 50%.
Mist-Fed Current Each tick of Replenish on a target affected by your Mantle of Mist increases Replenish’s final tick healing by 5%, up to a maximum of 25%.
Critical Mending Increases the critical hit chance of your direct and periodic healing abilities.
Mantle’s Memory When Mantle of Mist is consumed by Rushing Waters, its remaining healing will be applied to the lowest health ally in your group.
Unbroken Current You can now move while channeling Replenish at 50% of your current movement speed.

Fateweaver Mastery Examples

The Fateweaver Shaman is a mystical support caster who bends elements and ancestry to empower their allies and weaken their enemies.

Mastery Description
Spell Unlock: Bane of Fire Inflict an excruciating bane on an enemy using the element of fire, dealing Fire damage over time.
Spell Unlock: Scorched Fog Engulf an enemy in heavy fog, slowing their attack and spell casting speed.
Spell Unlock: Primordial Curse Apply an insidious curse on an enemy through your ancestral companion, dealing Curse damage over time.
Spell Unlock: Speed of the Skymane Manifest the ancestral speed of the Skymane, increasing your group’s attack speed.
Spell Unlock: Shackle of Blindness Manifest a malady in an enemy’s ancestral line, blinding them.
Spell Unlock: Primal Rage Amplify an ally’s combat prowess, increasing their Physical Critical Chance.
Spell Unlock: Ancient Avatar Draw ancestral power through the ages and impart it to your group, increasing each of their attributes.
Firmament In addition to Strength, Grip of Stone now increases the target’s Stamina and reduces the mana cost of Grip of Stone.
Heavy Venom Your Bane of Venom damage ticks have a chance to apply 1 stack of Venom Burden to the target. Each stack of Venom Burden reduces the target’s outgoing Physical damage.
Stonewrought Physical attacks by allies affected by Grip of Stone have a chance to apply a stack of Pressure to the target. Each stack of pressure increases incoming Physical damage to that target by 2%. Stacks up to 3 times.
Cadence of Mind and Body Speed of the Skymane now increases spell casting speed by an amount equal to its attack speed bonus.
Slow Circulation The damage ticks of Bane of Venom are 10% less likely to break Chains of Bedrock. For each stack of Venom Burden on the target, the break chance decreases by 5%.
Flowing Strikes Speed of the Skymane now grants the target a chance to perform a second attack when autoattacking with the primary melee or ranged weapon. Additionally, increases the chance a weapon will proc.
Malediction Applies Malediction to the target when your Bane of Venom, Bane of Fire and Primordial Curse are all active at the same time. Malediction increases the tick damage of Bane of Venom, Bane of Fire and Primordial Curse and reduces each of the target’s resistances by 8.
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