The Shaman calls on spirits rather than on nature or the gods. The official archetype phrase is Spirit Caller. It holds the strongest physical buff suite in the roster, capable of enhancing strength, speed and endurance, and its signature contribution to a hard fight is a melee slow. It is one of the seven true caster classes.
Field | Detail |
|---|---|
Archetype | Spirit Caller |
Roles | Healer, Magic DPS, Support |
Playable races | |
Armor and weapons | Earlier class documentation, written before the 2026 rework, describes Shamans as able to wear chain armor and wield blunt and piercing weaponry. |
Rework status | Detailed rework published and shipped to the closed beta servers in update 0.28.0.0 on August 20 2026 |
Identity and role
Shaman healing is built around sustained recovery rather than large single casts, and its damage is focused on persistent damage over time effects with limited direct damage. It can cannibalize itself as a self-sustaining mana ability, and it manifests spirit animals as expressions of ancestral force in its spells, but not as pets.
The rework moved the class away from nature and cold magic, replacing both with spirit realm expressions, and cut the utility that overlapped the Druid. Animal transformations and pets went with it. That leaves the Shaman as the buff and debuff seat and the Druid as the nature caster that also nukes and teleports.
Playable races
The Shaman is open to Deep Gnome, Goblin, Human, Ogre, Troll and Wood Elf.
That list covers the full designed race roster. The Troll is designed but is not among the races playable at Early Access launch on October 1 2026, so the practical choice at launch is the remainder of the list.
Healing
Spell | Effect |
|---|---|
Pact of Renewal | The main healing tool, a heal over time. It works best when cast ahead of the damage rather than after it, and it dropped its old spores theme. |
Rite of Mending | A party-wide Pact of Renewal on a long cooldown. |
Communion of Regeneration | Party-wide regeneration, obtained through spell research rather than from a merchant. |
Spirit Mending | The standard short-cast heal, now with an additional rank at higher levels. |
Damage
Spell | Effect |
|---|---|
Ghostly Blight | The main damage over time effect, rebuilt from the old poison line. |
Malady | A Disease damage over time effect, retained and gaining two new ranks. |
Spirit Bane | The only direct damage line, rebuilt from the old frost spells. |
One change matters specifically for groups: Shaman damage over time effects now stack with those from other Shamans, which makes running more than one Shaman in a group viable rather than wasteful.
Debuffs
The three Omen lines are where the class earns its seat in a difficult fight.
Debuff | Effect |
|---|---|
Omen of Lethargy | Decreases Attack Speed. Described as your signature slow, and often the most useful thing you will do in a hard fight. |
Omen of Enfeeblement | Decreases Strength, Dexterity and Agility. |
Omen of Susceptibility | Decreases Disease, Holy and Magic Resistance. It now weakens Holy Resistance where it used to weaken Poison. |
Buffs and utility
Spell | Effect |
|---|---|
Tribal Spirit | Group Strength, Stamina, Dexterity and Agility. It requires a Ritual Talisman reagent per cast, and is obtained through spell research rather than from a merchant. |
Ancestral Wisdom | A self-buff granting Wisdom, Health Regeneration, and seeing invisible entities and magical effects. |
Ancestor's Eye | Grants See Invisibility and Sense Magic to a target in a single buff. |
Aspect of the Bear | The same as Ancestral Wisdom plus bear form. It will be rewarded from a Shaman quest during Early Access. |
Consume | Restores Mana at the cost of Health. A 45 second cooldown was added to the spell line, because it was honestly over-tuned previously. |
Curing Ritual | Removes one Disease effect from each group member. |
Ritual of Escape | Clears all Threat, prevents new aggression, renders the group unseen by living and undead, grants See Invisibility, and restores Health and Mana every few seconds. Long cooldown. |
Pact of Haste | The renamed Haste line. It stacks with the Secondary Haste component of the Inquisitor Aura of Rapidity. |
Ritual of Escape is one of the few group-wide ways out of a fight that has gone wrong, which is worth more here than in a game with instanced content, because a failed pull in a shared zone can wipe a camp. See Combat and Death Penalty.
Also retained: Regeneration, Berserker Spirit, Disease, Magic and Holy Protection, Cure Disease, Cure Poison, Dispel Magic, Enduring Breath, Gate, Polar Alignment: North, Purge, Shrink, Soulbind, Speed of the Predator, Speed of the Wild, Speed of the Pack, Summon Food, Summon Drink, Invisibility which now grants See Invisible as well, Invisibility versus Undead, Blind, Lurching Impairment and Root.
Removed: Cure Blindness, Electric Protection and Poison Protection, which were replaced with Holy and Magic Protection, Flameburst, Invisibility versus Beasts, Spirit Wolf, Summon Companion and Spiritual Armor.
Acquisition
Class details below come from the ability rework that rolled onto the closed beta servers through 2026. The developers state plainly that there is a high probability some aspects will change before they reach the beta servers, so treat specific ability behaviour as a snapshot of the beta build rather than a settled launch state.
Two Shaman abilities are not bought from a merchant, which is unusual enough to plan around. Communion of Regeneration and the higher Tribal Spirit tiers come from spell research, and the Aspect of the Bear line arrives as a Shaman quest during Early Access. See Tradeskills and Quests.
Playing a Shaman in a group
A Shaman is the class that makes everyone else's numbers better and the enemy's numbers worse. It buffs the group's physical stats, slows the target's attacks, weakens three resistances, heals over time, and can convert its own health into mana to keep going. Cantrips apply, since it is one of the seven true caster classes, with the first granted at level 4. See Classes, Grouping and Experience and Leveling.