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Patrons of Ymir, the ancient god whose body comprises the world of Midgard, Shaman are tribal spellcasters who specialize in a variety of healing and combat magic. Their healing abilities are primitive in comparison with the cultured Healer class, but good enough to serve as a primary healer in a group when needed. They are best known for their buffing abilities. They have a large selection of buffs they use to enhance the battle abilities of their comrades. As with most classes, the Shaman is not without an offensive option. The Shaman has a spell line, which composes primarily of fungal magic and damage-over-time spells, which slowly decompose the bodies of the enemy. They rely on their tribal training to guide them into battle.

Attributes & Races[]

Troll 60 + 45 70 + 23 100 + 15 35356060603% Slash2% Thrust5% Matter
Dwarf 60 + 45 80 + 23 60 + 15 50506060602% Slash3% Thrust5% Body
Kobold 60 + 45 50 + 23 50 + 15 70706060605% Crush5% Energy
Frostalf 75 + 45 55 + 23 55 + 15 55606060602% Slash3% Thrust5% Spirit

Abilities & Specialization[]

Sprint

Magic
Mending
Augmentation
Cave Magic

Armor
Cloth
Leather
Studded
Chain

Weapon
Staves
Hammers
Shield (Small)

Master Levels
Convoker
Perfecter

Sub Classes
Mystic
Rogue
Viking

Alchemy
Armorcraft
Basic Crafting
Fletching
Spellcrafting
Tailoring
Weaponcraft
Siegecraft

Tactics[]

PVE[]

RVR[]

The primary job of the shaman in an 8v8 is to interrupt with shears, disease and roots, followed closely by disease/ns cure and rebuffs. The same is true for multiple groups, with rezzes and some heals thrown in, depending on the situation. In a siege, shaman is usually expected to place a fop (Font of Power, ml5 perfector ability), then group cure disease and heal if unable to interrupt. In a smallman scenario, shearing and diseasing non-CC'ed enemies is a priority, due to mediocre rebuffs and kiting potential.
Buff. Interrupt, Shear/Debuff. Disease. Root. Shell. Heal. Enjoy those 8v8.

Realm Abilities[]

Primary Realm Abilities Secondary Realm Abilities Useless Realm Abilities

Augmented Dexterity

Augmented Acuity
Augmented Constitution
Augmented Quickness
Augmented Strength
Avoidance of Magic
Long Wind
Mastery of Focus
Mastery of Healing
Mastery of Magery
Mastery of Pain
Toughness
Wild Healing
Wild Power

Ethereal Bond
Lifter
Serenity
Veil Recovery

Mastery of Concentration
Purge
Vehement Renewal

Ichor of the Deep
The Empty Mind

Adrenaline Rush
First Aid
Mystic Crystal Lore
Raging Power
Second Wind

Realm Rank 5 Ability[]

Name Restorative Mend
Reuse 10 minutes
Effect Group Frigg that heals health, power, and endurance over 30 seconds for a total of 50%. (5% is granted every 3 seconds regardless of combat state)

Useful Artifacts[]

Weapon

  • Staff of Gods is for great insta-snare.

Armor
Jewelry

  • Bracer of Zo and Egg of Youth.

Other Useful Items[]

Weapons- Dragon hammer w/ the power heal.
Jewelry
Mythirian-

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