Shaman class icon
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 Edit

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 Edit

409s.png Sprint

Cave Magic

104s.png Cloth
105s.png Leather
163s.png Studded
106s.png Chain

209s.png Staves
214s.png Hammers
226s.png Shield (Small)

Master Levels
2635s.png Convoker
2610s.png Perfecter

Sub Classes
0s.png Mystic
0s.png Rogue
0s.png Viking

496s.png Alchemy
498s.png Armorcraft
485s.png Basic Crafting
489s.png Fletching
488s.png Spellcrafting
492s.png Tailoring
499s.png Weaponcraft
497s.png Siegecraft




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 Edit

Symbol vote yes2 Primary Realm Abilities Symbol vote yes2 Neutral Secondary Realm Abilities Neutral Symbol vote no2 Useless Realm Abilities Symbol vote no2

ras.png Augmented Dexterity

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

ras.png Ethereal Bond
ras.png Lifter
ras.png Serenity
ras.png Veil Recovery

3006s.png Mastery of Concentration
3010s.png Purge
3016s.png Vehement Renewal

3028s.png Ichor of the Deep
3007s.png The Empty Mind

3001s.png Adrenaline Rush
3000s.png First Aid
3008s.png Mystic Crystal Lore
3009s.png Raging Power
3002s.png Second Wind

Realm Rank 5 Ability Edit

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 ArtifactsEdit


  • Staff of Gods is for great insta-snare.


  • Bracer of Zo and Egg of Youth.

Other Useful ItemsEdit

Weapons- Dragon hammer w/ the power heal.

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