The Shaman of Aetolia

The Shamans are Aetolia’s awakened priests of life, death, and the Cycle, a Spirit-tethered class in Duiran that wields Primality (primordial elements and lifeforce), Shamanism (spirit-summoning portents), and Naturalism (commanding the forests themselves).
| At a glance | |
|---|---|
| Tether | Spirit |
| City | Duiran |
| Guild | Praadi (Patron: Haern, the Hunter) |
| Skill sets | Primality, Shamanism, Naturalism |
| Mirror class | Alchemist (Shadow) |
| Sister classes in guild | Runecarver and Sylvan |
| Signature mechanic | Pacts with Dia’ruian Guardian spirits |
| Best for | Players who want a nature-magic priest with portents, lightning, and the wild as a weapon |
A Shaman is not a gentle druid in a sun-dappled grove. They are awakened to something older. They call lightning down on enemies, summon spirits to deliver foul omens in battle, and command the forests themselves to overgrow and devour. If you want the wild magic class in Aetolia, the Shaman is the canonical pick.
Origin and lore
The Shamans rose from the ashes of the old Druid guild within the Heartwood. They sit inside the Praadi, the awakened guardians of Dia’ruis (the Plane of Life, born in the year 504 after Duiran’s daring ritual replaced the dying plane of Dendara). Beneath the Great Oak, the murmured song and ritual of the Praadi reverberates through the ancient Heartwood.
The Praadi encompass three distinct paths: Shaman, Runecarver, and Sylvan. Each draws on a different aspect of the eternal tension between life and death. The Shaman is the broadest and most overtly elemental of the three.
Shamans serve the Cycle (also called the Rhythm), the system of renewal created by Varian and the three Gods of the Triumvirate (Haern, Dhar, and Lleis). At its heart, the Cycle holds that all things must die so the new may live. Death nourishes Dia’ruis. Life and Death are equal partners, and when they balance, nature thrives.
Skill sets
The Shaman skill sets are Primality, Shamanism, and Naturalism.
Primality is the raw power channel. A Shaman wields primordial elements (notably lightning from the quarterstaff) and drains the lifeforce from enemies. This is the most overtly destructive of the three skills.
Shamanism is the esoteric art. By swearing oaths to the Guardians (the most ancient spirits of Dia’ruis: Takaros the Fury, Kree-sa the Broodmother, Vo’acha the Shadow, Rhulvok the Warden, Griash the Keeper, Srahda the Seer), a Shaman calls down foul portents and doleful premonitions on those who stand against them. Fetishes, masks of bone, and ill omens are core to the kit.
Naturalism taps directly into the woodlands. With reverence and the assent of the forest, a Shaman establishes a grove (a haven for tranquil reflection) and expands the reach of nature, calling overgrowth to spread in a tide of seething life across the earth.
Skill abilities
Primality
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Quarterstaff
DescriptionSyntax: COMMUNE QUARTERSTAFF
While standing within a forest, you may call upon nature itself to lend you a powerful quarterstaff.
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Communication
DescriptionSyntax: PRIMAL ENERGY
You are capable of interacting with the primal forces of nature, shaping them into the weapons of life itself. You may have a maximum of 5 primal energy at any one time, and they will slowly fade over time without use.
Most abilities will make use of your energy, however the effects are not always as obvious as it might seem. The below will provide a common guide for most abilities.
Effects for the following keywords:
Generate - Generates primal energy, adding it to your pool.
Consume - Consumes primal energy, removing it from your pool.
Threshold - Having less then the threshold lengthens equilibrium use.
Requires - You must have equal to or more then the energy required.Consuming primal energy does not need you to have the full amount, unless it is marked as required.
You will need to read each AB file in Primality for further information on how it will interact with your energy.
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Lightning
DescriptionSyntax: COMMUNE LIGHTNING <target>
Generates 1 energy (except when boosted).You may draw upon the natural energy around you to conjure a fork of lightning to strike your foe.
Boosted effect:
Increases the damage dealt. If the target is not a denizen then the equilibrium time is reduced as well.DetailsTarget Location Same location
Damage Type Electric
Damage Source Arcane
Base Damage 100 + 15%
Base Damage (Denizen) 1035
Added Bonus Damage (Boosted) x10%
Equilibrium Recovery 3.75 seconds
Equilibrium Recovery (Boosted) 3.25 seconds
Equilibrium Recovery (Denizen) 3.50 seconds
Generated Energy (Not Boosted) 1 energy
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 30 willpower to use.
Requires both arms functional.
Requires at least one leg functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Denizen) Considered a basic attack against denizens.
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Recall
DescriptionSyntax: COMMUNE RECALL
You may recall your quarterstaff to your hand, so long as it lies on your current continent.
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Squall
DescriptionSyntax: COMMUNE SQUALL
If there is fog within the atmosphere, you can generate a short-lived squall that'll blow the obscuring mist from the location.
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Boosting
DescriptionSyntax: COMMUNE BOOST
Requires 1 energy.
Consumes 1 energy.You may draw upon your generated primal energy to empower the next commune ability you use, granting it an additional effect. This ability requires equilibrium but does not consume it.
To see the effects of Boosting on a given ability, check that ability's AB file.
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Leafstorm
DescriptionSyntax: COMMUNE LEAFSTORM <target>
Threshold of 1 energy.If your opponent is protected by a magical shield, you can send a flurry of razor-sharp leaves at your target, shredding it into pieces. If they are not protected by a shield, then it will strip a random defence from them.
Boosted effect:
Additionally deals cutting-based damage and will make them bleed. -
Vinelash
DescriptionSyntax: COMMUNE VINELASH <target> [venom]
Generates 1 energy (except when boosted).You may scourge your target with a mass of vines, causing cutting-based damage and delivering a single venom, as well as making them bleed. The bleeding and armour penetration is increased for each thorn upon the target.
* If no venom is specified, it will deal the loki venom by default.
* No rags of venom are needed in order to make use of the venom component.Boosted effect:
The equilibrium recovery time is reduced.If you have at least 3 primal energy when striking with the boosted effect, vinelash will plunge thorns into the target. If they obtain 3 thorns in total, then it will give them haemophilia and be uncurable while 3 thorns remain. You may only embed a maximum of 3 thorns in your target.
Thorns may be removed by attempting to PULL THORNS FROM BODY.
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Slam
DescriptionSyntax: COMMUNE SLAM <target> [6-12 seconds]
Threshold of 3 energy.
Consumes 1 energy.This crude blast of sheer force will knock your target sprawling to the ground.
Boosted effect:
The effect is delayed by the amount of time specified and will additionally knock them off balance. If no time is specified, it will default to six seconds. -
Vitiate
DescriptionSyntax: COMMUNE VITIATE <target>
Threshold of 2 energy.
Generates 1 energy.By channelling primal spiritual energy, you may invoke the curse of life's bane on a target, giving them the lifebane affliction. For a short time, the target will find that recovery by elixirs will be reduced, and non-natural healing will be reduced even more.
Boosted effect:
The impact of the curse will also cause plodding in your target. -
Overload
DescriptionSyntax: COMMUNE OVERLOAD <target>
Threshold of 3 energy.
Consumes 1 energy.This rapid burst of energy will overload your target's nerves, giving them both paresis and stupidity. A short time later, they'll be shocked for electrical damage if they still remain stupid.
Boosted effect:
Overload will fry their nerves even further, causing a short-lived blackout. -
Discharge
DescriptionSyntax: COMMUNE DISCHARGE <target> <direction>
Unleash a powerful blast of primal energy towards any target that is line-of-sight from your current location, dishing out fire-based damage. They must not be in the same location as you.
Boosted effect:
The damage will be increased and will set the target ablaze, as well as knocking them over. -
Scourge
DescriptionSyntax: COMMUNE SCOURGE <target>
Threshold of 2 energy.
Generates 1 energy (except when boosted).You may inflict the bane of vitality on your target, causing the consumption of curative pills or poultices to inflict the target with the loki venom half of the time.
The vitalbane affliction will only fade after it has inflicted the target with loki at least two times, otherwise it will persist until it does so.
Boosted effect:
The impact of the bane will also cause idiocy in your victim. -
Reclamation
DescriptionSyntax: COMMUNE RECLAMATION <target>
Drawing upon the spirit of nature itself, you may commit a target to return to the primal flows of the Rhythm - sacrificing their body as a testament to the inevitable call of the Cycle. In order to achieve this, the target must be in a state of terror, afflicted by at least five phobias and suffering from dread of their own impending doom. The dread must originate from you.The following afflictions count as phobias:
Fear, agoraphobia, claustrophobia, nyctophobia, vertigo, loneliness, shyness, paranoia, or superstition.Once cast, the target becomes disabled and there is a short delay before they are slain. If they leave their current location through some form of means, then the ability will fail.
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Stormbolt
DescriptionSyntax: COMMUNE STORMBOLT <target>
Threshold of 3 energy.
Consumes 2 energy.Create a thunderstorm above your target with three charges. Every so often, it will use one charge to release a blast of lightning and deal minor electric-based damage.
If you strike them with the Primality-ability Lightning while the target is plagued by the thunderstorm, it will boost the damage of the skill by 20%, stun the target, and consume a charge from the thunderstorm.
Using Lightning to trigger the bonus effects will reset the time before the next passive discharge from the thunderstorm.
Boosted effect:
Instead of improving Lightning, any non-passive electric damage you deal will be boosted by 20%, stun the target, and consume a charge from the thunderstorm.Please view AB PRIMALITY LIGHTNING for more information on this ability.
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Sporulation
DescriptionSyntax: COMMUNE SPORULATION <target>
Threshold of 3 energy.By inundating your victim in a cloud of toxic spores, you may impair their mental capacity - causing confusion and impatience.
Boosted effect:
Your spores are much more toxic, causing hallucinations to your target without their knowledge. -
Chainlightning
DescriptionSyntax: COMMUNE CHAINLIGHTNING <target>
Threshold of 3 energy.
Consumes 2 energy.Your lightning will strike your target and bounce from them, jumping to an additional five random enemies within your location. This will deal electric-based damage to all six of them.
When used against a denizen, the additional bounces will only target other denizens who are currently attempting to fight you, otherwise no extra bounces will occur.
Boosted effect:
Adventurers struck by the bounces will receive up to two random afflictions that are shared from the main target. The afflictions will be hidden from their knowledge. -
Cloudcall
DescriptionSyntax: COMMUNE CLOUDCALL
Call upon primal nature to accept a gift of elemental ice, and summon forth rain clouds across the sky while outside. This will cause the weather in your locale to rain for a short while, but only if the skies are already clear of phenomena.
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Staticburst
DescriptionSyntax: COMMUNE STATICBURST <target>
Threshold of 3 energy.
Consumes 1 energy.This surge of electric energy will not only harm your foe, but will inflict a random mental malady from a wide selection of choices. As some passes after the initial strike, it will relapse and lash out at your foe once more.
If the first time it picks an affliction is one that the target already has, then it will try again, but only one extra time.
List of possible afflictions it can give:
Egocentrism, stupidity, epilepsy, peace, paranoia, hallucinations, psychosis, dizziness, mania, infatuation, laxity, hatred, claustrophobia, vertigo, faintness, loneliness, agoraphobia, masochism, recklessness, weariness, impatience, confusion, dementia, and nyctophobia.Boosted effect:
Staticburst will activate one additional time before fading and the afflictions will become masked. -
Lifebloom
DescriptionSyntax: COMMUNE LIFEBLOOM
Through your service to the spirits of Dia'ruis, you may be granted a chance at renewal when your body suffers heavy damage. Should you find yourself nearing death, life will blossom from within - granting you restorative health over a short period of time and granting you one energy.
Cooldown (when triggered): 180 seconds
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Equivalence
DescriptionSyntax: COMMUNE EQUIVALENCE <target>
Threshold of 4 energy.
Consumes 2 energy.Nature is swift to correct imbalances - through this ability, you may deal spirit damage equal to the amount of health you are missing. This attack may not exceed 40% of the target's maximum health.
Boosted effect:
Equivalence now confers a negative effect as well, bestowing the justice affliction upon your hapless victim. This will be hidden from their view. -
Infest
DescriptionSyntax: COMMUNE INFEST <target>
Threshold of 1 energy.
Generates 1 energy.One of the many maladies a Shaman may place on their victim includes a deadly parasitic infestation, that feasts upon the soul. The Shaman is then able to draw upon this curse, using the energy to empower their own efforts. When attacking an infested target, no primal energy will be consumed by abilities that use it.
Boosted effect:
The target is no longer infested immediately. Instead, the affliction is delayed for 4 seconds after casting. -
Effusion
DescriptionSyntax: COMMUNE EFFUSION <target>
Threshold of 1 energy.Drawing upon your own vital energy as a source of power, you can compel the life of another to be altered accordingly. When used upon an ally, the effusion will mend their wounds. Used on any other target, the effusion will overwhelm their body - shattering their courage and leaving them with ringing ears.
Boosted effect:
On an ally, effusion will additionally cure them of a random affliction. Otherwise, it will stun the target and deliver sensitivity instead of ringing ears. -
Spines
DescriptionSyntax: COMMUNE SPINES <target>
Threshold of 1 energy.
Generates 1 energy.The malady of blight is a powerful curse - one that may be condensed into a number of sharp spines and released upon your foe. Infecting your target with a spiritual blight will harm their body with poison when they move to a new location.
Boosted effect:
The target is no longer blighted immediately. Instead, the affliction is delayed for 4 seconds after casting. -
Strangle
DescriptionSyntax: COMMUNE STRANGLE <target>
Threshold of 3 energy.
Consumes 1 energy.You may choke a prone target with barbed vines, causing persistent asphyxiation-based damage until they writhe out of it. Thorns left behind by the boosted Vinelash ability will increase the damage dramatically and induce some bleeding.
Boosted effect:
This will allow your vines to overcome the flame tattoo without being affected. -
Quicken
DescriptionSyntax: COMMUNE QUICKEN <target>
Requires 5 energy.
Consumes 5 energy.Nature will speed your assault, causing the next three Primality abilities used against the specified target to incur their boosted effects and be cast as if at maximum energy. Activating this will consume all your primal energy, and you will not be able to gain primal energy while it is in use.
The defence will fade if you are not in the same room as your target for longer than ten seconds.
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Naturaltide
DescriptionSyntax: COMMUNE NATURALTIDE <ability>
COMMUNE RELEASE <target>Having mastered the forces of nature and the subtle energy that flows throughout the Rhythm, you are now able to tap into this source of power and generate a tide to unleash upon your foe.
First you must store an ability you wish to release. Once you have done so, you can then release it upon a target for one time only, before needing to store an ability again. Released abilities will deal half the damage and bleeding as normal.
The following abilities may be stored within the tide of nature:
Lightning, Vinelash, Scourge, Vitiate, Staticburst, Overload, Spines, and Infest.You may release an ability while off equilibrium, however there is still an equilibrium cost attached in doing so.
Shamanism
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Bonecasting
DescriptionSyntax: SHAMAN BONECASTING <target>
The seers within the depths of Dia'ruis speak highly of this art, passing it down from one generation to the next as a means of tracking elusive quarry that would otherwise evade their senses.
Using a bone from the corpses you carry upon you, you may question the bones as to the location of your target whether they be friend or foe. If they are within the area with you, you will be able to discern their current state of health.
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Harrowing
DescriptionSyntax: SHAMAN HARROW <target>
While many of the spirits of Dia'ruis can be beings of great benevolence, it is common to encounter the gnarled spirits that care little for the mortal realms. In binding them to your will, you may turn their very visage against your foes.
Even some of the greatest beasts cannot help but to be filled with fear by the creatures that await them for all eternity. It will force the target to immediately flee from the room, and afflict them with fear.
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Protection
DescriptionSyntax: SHAMAN PROTECTION
Runes are a common sight in Dia'ruis; there are many scratched into the trees and stone as a means of warding or protection against evil. One such rune, spoken as 'cethor', can be utilized by a shaman to protect themselves. By calling upon your latent energy, you may channel the protective spell through your quarterstaff and scribe it into the air before you.
Your resistance to cutting and blunt damage will increase as long as you continue to wield your quarterstaff. If you cease to wield your quarterstaff, the defense shall stay upon you but no longer offer its protective boon.
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Exorcise
DescriptionSyntax: SHAMAN EXORCISE <target>
The baleful creatures of Chaos stand outside the Rhythm of Dia'ruis, skirting the edge of corruption and seething darkness. Cast dopplegangers or mirrormasks back to the abyss from whence they came by banishing them from the realm of mortals.
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Spiritmask
DescriptionUsage: SHAMAN SPIRITMASK <element>
By harvesting bone, horn, and other objects from your fallen prey, you may honor them in death by using their leering visage as a spiritmask. Using a corpse and colourful inks, the shaman of Dia'ruis create wondrous displays to the fallen beasts and gain resistances to the elements as they utter a binding prayer over the mask.
While anyone may wear the mask, the powerful magics within will only reflect upon the shaman who created it.
Inks:
Fire: 1 red ink, 1 yellow ink.
Magic: 1 red ink, 1 green ink.
Cold: 1 blue ink.
Electric: 1 yellow ink.
Poison: 1 green ink.
Psychic: 1 purple ink.
Asphyxiation: 1 gold ink. -
Warding
DescriptionSyntax: SHAMAN WARDING [OFF]
Spirits of the natural world can be encouraged to take on various forms for the whim of the summoner. Utilizing a lesser spirit of lightning as a ward, you may command it take on the form of an orb that will encircle the limb you are currently parrying. It will drain your mana for as long as it is active.
If an enemy moves to strike that limb, the spirit will electrocute the attacker, and if that limb is broken, then it will deliver a masked mental affliction.
List of possible afflictions it can give:
Egocentrism, stupidity, epilepsy, peace, paranoia, hallucinations, dizziness, mania, infatuation, laxity, hatred, claustrophobia, vertigo, faintness, loneliness, agoraphobia, masochism, recklessness, weariness, impatience, confusion, dementia, and nyctophobia.Cooldown (on proc): 2 seconds
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Divination
DescriptionSyntax: SHAMAN SLAUGHTER <corpse>
SHAMAN DIVINE <bowl>Through the voices of Dia'ruis, you may divine meaning from the entrails of a slain animal and see briefly into one of many possibilities that could arise in the future.
In order to perform this feat, first you must obtain a woodcrafted bowl, a dagger, and the corpse of an animal. Once you have all three, slaughter the animal to the Dia'ruian spirits and then divine a future from the bowl, allowing the spirits to whisper to your mind.
You may only perform divination once every so often, for your mind's eye will need time to rest.
Cooldown: 1 hour
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Spiritsight
DescriptionSyntax: SHAMAN SPIRITSIGHT <ON|OFF>
By altering your senses to discern subtle fluctuations in vital energies, you may allow yourself to gather more detailed information on other people.
While spiritsight is active, any loki effects that strike your target will report their afflictions to you, while keeping your victim unaware. In addition to this, any loki venom that you poison others with will no longer deliver effects that the target already has.
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Oaths
DescriptionSyntax: OATHS
OATH <oath> ACTIVATE
OATH <oath> DISABLE
OATH DISABLE ALLOne of the ways a Shaman may unlock their potential is by binding their service to the many totemic spirits of Dia'ruis. By taking individual oaths with the spirits within, you will gather numerous boons, ranging from protection from the elements, to immunity from certain mental afflictions, to the ability to resist forced action. There are seven oaths that you may swear, and once unlocked, each oath will remain with you permanently. You may activate or disable them at will - though each active oath presents a cumulative mana and willpower drain.
Available oaths are:
[Oath of the Forestwalker]:
Grants forestwalking and health regeneration in overgrowth/forest rooms.[Oath of the Elder Shaman]:
Grants foresight to the Shaman, giving them a 2% chance to resist mental afflictions.[Oath of Nature's Blade]:
Enhances Primality, causing boost to have a 25% chance to not consume energy.[Oath of Tranquility]:
Enhances healing, causing overgrowth/forest rooms to periodically heal an affliction providing you don't have paralysis.[Oath of the Primeval]:
Enhances your spirit animal, causing them to strike more quickly.[Oath of the Rhythm]:
Instills serene balance in the Shaman, preventing force abilities and effects.[Oath of the Durdalis]:
Allows you to completely negate an elemental attack on a 20-90 second cooldown. -
Premonition
DescriptionSyntax: SHAMAN PREMONITION <target>
While a Shaman is incapable of true clairvoyance, their ability to alter destiny in the most subtle of fashions can prove to be a powerful tool. With this simple hex, a Shaman may place dread deep within the psyche of their victim, foretelling future maledictions and inhibiting their victim's ability to shake off their effects.
While affected by dread, a victim will find themselves unable to cure any infestation of spiritual parasites or the effects of blighted spines.
The dread itself may only be removed by leaving the presence of the Shaman for a long enough time, or focusing one's mind while unaffected by any other mental affliction.
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Songlines
DescriptionSyntax: SHAMAN SONGLINE ERECT
SHAMAN SONGLINE DESTROY <area>
SHAMAN SONGLINE LIST
SHAMAN SONGLINE TRAVEL <area>Upon your journey throughout the land, you will come across many places of wonder and joy, hardship and sorrow. Remember your tales of the past in short verse and whispered song by erecting small totems of these journeys. It is often said that in the depths of Dia'ruis, the whispered song of ages long past still drifts upon the winds and can be heard as an echo of the ages.
You may create up to three totems along your travels, binding thought and memory to the aged wood. Only one totem may stand within an area.
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Lifevision
DescriptionSyntax: LIFEVISION
Your keen senses allow you to see all living things within your sight, regardless if they are hidden or not. It will additionally provide some measure of protection against illusions, allowing you to occasionally tell if they are fake. -
Voyage
DescriptionSyntax: SHAMAN VOYAGE <target> <area>
One need not bear all hardships or joys alone as you travel the world throughout your life. While songlines may only be crafted and bound by the singer, you may compel one to experience your travels by reciting to them your song of journey. Let them experience your journey through whispered song and voice.
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Divulgence
DescriptionSyntax: SHAMAN DIVULGENCE <target> [phobia]
Providing your foe has at least three mental afflictions, you can whisper a word of terror to them, inflicting their mind with a phobia and draining it of some mana.
You can inflict the following phobias:
Fear, agoraphobia, claustrophobia, nyctophobia, vertigo, loneliness, shyness, paranoia, or superstition.Additionally, the equilibrium cost for this skill is reduced for each mental affliction the target has. However, it will not obtain any further benefit after the fifth mental affliction.
Look at HELP TYPES for more information on what is regarded as a mental affliction
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Omen
DescriptionSyntax: SHAMAN OMEN <target> [IN <6-12>]
Through primal magic of bone and blood, a Shaman may enact a binding hex upon their foe providing they have three fetishes stringed upon their quarterstaff. After the period of time specified by the caster (or six seconds if none is supplied), an omen of malice shall descend upon them, dealing unblockable damage and stunning them.
Certain afflictions received from a Shaman will multiply the damage and stun from omen when it is initially cast, each of them greatly increasing its power, allowing it to reach a near lethal state when all of them are present. Curing or obtaining these afflictions after it is cast will not alter its potency.
The following are the afflictions that will increase its potency:
Paranoia, infestation, blight, and stormtouched.If they are shielded and had all four of the above afflictions when it was cast, then the omen will annihilate it upon dealing damage.
- You have the following familiar related abilities
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Cougar
DescriptionSyntax: FAMILIAR SUMMON COUGAR
The cougar spirit will deal cutting-based damage when ordered to attack your enemies. Occasionally, one of its swipes will cause one of impairment, watery eyes, or clumsiness and will be masked from their view.
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Familiar
DescriptionSyntax: FAMILIAR SUMMON <type>
FAMILIAR DISMISS
FAMILIAR RECALLAdditional syntax: FAMILIAR HIDE and FAMILIAR REVEAL
Call upon nature to provide a spiritual familiar in your battles against those who would trample upon life. If you happen to lose sight of it, you may recall it back to your side.
Additionally, you may ask your familiar to hide from sight, if such a thing would prove useful to you.
Refer to HELP LOYALS for more information on leading your familiar, such as ordering it to attack and other useful commands.
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Invigorate
DescriptionSyntax: FAMILIAR INVIGORATE
At a nominal cost to your own health, you may regenerate your familiar's physical form, repairing any damage they may have taken in battle.
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Raven
DescriptionSyntax: FAMILIAR SUMMON RAVEN
The raven spirit will dive into action, either generating one primal energy for the Shaman or dealing psychic-based damage to them as it swoops past.
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Serpent
DescriptionSyntax: FAMILIAR SUMMON SERPENT
The form of a serpent will allow your familiar to either crush or bite your victim. If it coils around your enemy and crushes them, it will caused asphyixation-based damage to them and sap two points of wisdom. If it bites them, it will deal poison damage and deliver the loki venom.
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Tethering
DescriptionSyntax: FAMILIAR TETHER <ON|OFF>
Tether your familiar to this realm, making it immune to the effects of orb sigils at the cost of a small willpower drain to yourself. Furthermore, if the familiar is attacked when not within your presence, it will instantly return to your side.
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Voice
DescriptionSyntax: FAMILIAR VOICE <message>
With a simple link from your mind to your familiar, you may project your voice through their form, regardless of your respective locations.
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Glance
DescriptionSyntax: FAMILIAR GLANCE
You may quickly glance through the eyes of your familiar, allowing you discern all in their location at no cost.
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Spider
DescriptionUsage: FAMILIAR SUMMON SPIDER
By taking the form of a spider, your familiar will pierce your enemy with venomous fangs, causing periodic poison damage and causing one of allergies, vomiting, or disfigurement which will be masked. After a set number of attacks, it will spot an opportunity to cover your unlucky foe in a sticky web instead, entangling them.
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Spiritbond
DescriptionSyntax: FAMILIAR SPIRITBOND <ON|OFF>
Mitigate a portion of the damage you receive and transfer it to your familiar. This defence will cost willpower to maintain in the long term.
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Bear
DescriptionSyntax: FAMILIAR SUMMON BEAR
The bear spirit will lumber forth and maul a limb of your target, making it crippled and causing blunt-based damage.
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Wyvern
DescriptionSyntax: FAMILIAR SUMMON WYVERN
The wyvern spirit is perhaps the most fierce of all the familiars. Its attacks have a chance to stun the opponent and set them ablaze, or simply deal extra fire-based damage.
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Morph
DescriptionSyntax: FAMILIAR MORPH <form>
This command will allow your familiar to quickly change forms, allowing you to alter its physical body without dismissing it outright. It will also recover any missing health the familiar had.
Cooldown: 20 seconds
- You have the following fetish related abilities
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Fetishes
DescriptionSyntax: FETISH CREATE <fetish>
FETISH LISTYou are now capable of creating mystic fetishes to invoke ancient magics upon your foe. Once created, you must string the fetishes upon your quarterstaff and attune your target to unlock their potential. See AB SHAMANISM STRINGING and AB SHAMANISM ATTUNEMENT for more details.
Fetishes are powerful tools that are activated by the specified target meeting a specific criteria, known as a trigger condition. When the condition is met, the fetish will become active, and will enact a persistent effect. When the same criteria is met a second time or the threshold no longer applies, the fetish will be rendered inactive. Careful consideration of fetish effects is important, as you are only capable of using three fetishes at a given time.
The creation of fetishes differs according to what fetish you are attempting to create. Some fetishes require you to be standing in a certain environment type, others will require a raw material for you to refine.
The list is as follows:
Bark: Forest environments
Shell: Beach environment
Stone: Hills or mountains environment
Feather: An eagle feather OR the corpse of an eagle
Horn: A piece of stag's horn OR the corpse of a stag
Ice: An elemental ice commodity
Bone: Bone powder OR an animal corpse
Tooth: A crocodile's tooth OR an animal corpse
Claw: A lion's claw OR an animal corpse
Eye: An animal corpse -
Horn
DescriptionActivator: Self. Trigger condition:
The horn fetish is activated by passing the threshold of 3 natural energy - this can be done by gaining energy, or by depleting it past that mark.Target: Self. Activation effect:
A portion of the energy around you will be converted into mental fortitude, restoring a small amount of mana and willpower to the user. -
Attunement
DescriptionSyntax: FETISH ATTUNE <target> and FETISH UNATTUNE
To most observers, the rattling of fetishes proves to be little more than noise. By attuning a target to the effects of your magic, you may draw out the true power of your fetishes - allowing their energies to affect your foe.
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Stringing
DescriptionSyntax: FETISH STRING <[fetish 1] [fetish 2] .. [fetish nth]>
FETISH REMOVE <fetish>
FETISH REMOVE ALLWith nimble fingers, you may string up to three fetishes on your quarterstaff at once. You can only string fetishes that you have personally created, and only one of a type of fetish can be on your quarterstaff at once.
In some cases, it may be possible have more than three fetishes at once. Please refer to AB SHAMANISM <fetish> to learn more.
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Ice
DescriptionActivator: Self. Trigger condition:
The ice fetish is activated by the Shaman dropping below 50% of their maximum health. This can be done both by being damaged or by causing self harm. You will be unable to heal up past 50% of your health while in this state.Target: Attuned target. Activation effect:
The magics of the ice fetish will chill the very soul of your target - giving them the spiritbane affliction for as long as the fetish is active, and preventing natural passive health regeneration. Primality attacks against the target that deal non-passive electric damage will also heal you for 30% of the damage dealt. -
Tooth
DescriptionActivator: Self. Trigger condition:
The tooth fetish is permanently activated once strung by the Shaman, providing you wield your quarterstaff.Target: Self. Activation effect:
While active, the tooth fetish will empower the Shaman's connection to nature, allowing them to use any Primality abilities without the requirement of working arms. -
Bone
DescriptionActivator: Attuned target. Trigger condition:
The bone fetish is activated by an attuned target using a shield tattoo or any other means of forming a temporary barrier. This does not apply to the prismatic barrier generated by using a lyre or other such means.Target: Attuned target. Activation effect:
The next time your opponent attempts to form a shield, the fetish will lash out and destroy it, delivering a masked mental affliction from the antipsychotic tree in the process. The fetish will then go inactive once more.You can view HELP CURE ORDER for more information on afflictions in the antipsychotic cure tree.
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Claw
DescriptionActivator: Attuned target. Trigger condition:
The claw fetish is activated by an attuned foe who is greatly bleeding - achieving at least 200 bleeding will activate the effect. This effect can only be triggered once each time the opponent passes 200 bleeding, not if they continue to bleed.Target: Attuned target. Activation effect:
While active, thorns from the Vinelash ability will hold with greater force - preventing them from being removed from your victim by any means. -
Eye
DescriptionActivator: Attuned target. Trigger condition:
The eye fetish is activated whenever the attuned target uses the Diagnose ability to check their afflictions. You can view AB SURVIVAL DIAGNOSE for more information.Target: Self. Activation effect:
Generate 1 primal energy when the fetish activates for use in Primality. -
Bark
DescriptionActivator: Self. Trigger condition:
The bark fetish is activated by the Shaman receiving a cumulative amount of damage - roughly about 2000 damage. Once you past the threshold a second time, the fetish will deactivate.Target: Self. Activation effect:
The protective magics of the bark fetish will envelop you in a shell, deflecting a portion of all damage received. -
Stone
DescriptionActivator: Attuned target. Trigger condition:
The stone fetish has its activation state triggered when the Omen ability is cast on your attuned target.Target: Attuned target. Activation effect:
The stone fetish will give your opponent the stoneheld affliction, and will occasionally prevent your victim from leaving the room - knocking them prone and off balance in the process. -
Shell
DescriptionActivator: Attuned target. Trigger condition:
The shell fetish is activated by an attuned target attempting to focus their mind to cure mental maladies. The condition will only be achieved if the opponent is both capable of focusing and consumes the proper balance.Target: Attuned target. Activation effect:
While the shell fetish is active, your victim will find that the magics empowering their tree tattoo have been rendered inactive. -
Feather
DescriptionThis fetish does not count towards your maximum allowed limit when strung.
Activator: Attuned target. Trigger condition:
The activation state of the feather fetish is activated by an attuned target attempting to cure two afflictions from the same curing tree in a row through the use of curative pills.You can review HELP CURE ORDER to learn more about the various curative trees.
Target: Attuned target. Activation effect:
The might of the storm will be imposed upon your attuned target - after three seconds, they will be afflicted with the stormtouched affliction which nullifies the usefulness of their electrical resistance.
Naturalism
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Elevate
DescriptionSyntax: NATURE ELEVATE
A skilled Shaman need not bother to climb trees - should they wish to ascend to the canopy, you can command nature to simply lift you. You can ignore disabling effects such as paresis due to nature doing the lifting for you.
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Emergence
DescriptionSyntax: NATURE EMERGENCE
Should you find yourself standing within someone else's domain, you may beckon the natural state of nature to emerge forth, banishing all domains except for your own. If one of the domain's controller resides in your location, there will be a slight delay to this ability.
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Blending
DescriptionSyntax: NATURE BLEND
Being well-versed in the eminence of nature, you may simply step into the foliage to hide yourself. You will only be able to find adequate cover when standing within a forest.
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Thorncoat
DescriptionSyntax: NATURE THORNCOAT [target]
Engulf yourself or a friend in an armour of thorns for a limited time. Not only will you protect them from a significant portion of physical damage, but the mitigated damage will be returned to their attacker.
There is also a 33% chance that your coat of thorns will give the loki venom to the attacker, although this venom is not hidden like usual.
Cooldown: 20 seconds
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Panacea
DescriptionSyntax: NATURE PANACEA
You may call upon the Cycle itself to remedy a single malady that afflicts you.
If you stand within a forest or overgrown location, this is increased to two afflictions. Nature will only heal an extra affliction every 35 seconds, even if you use this skill again.
This ability is not usable while you suffer from paresis or paralysis.
Cooldown: 20 seconds
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Rejuvenate
DescriptionSyntax: NATURE REJUVENATE
Requires elemental ice.You may restore the state of an environmental location that has been transformed for an ability through this simple incantation. It will cost 10 ice if it has been exterminated by a Necromancer, otherwise it is simply 1 ice to do so.
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Malevolence
DescriptionSyntax: NATURE MALEVOLENCE <target>
You may declare your foe to be an enemy of nature itself, placing a curse upon them that will destroy magical shields while they linger within a forest or overgrowth location. It will additionally increase the damage dealt by natural weather.Only one target may be cursed at a time and it will have little effect if you are in the same location as the target. The effect will fade if they no longer stand within a location with overgrowth or a forest.
- You have the following Grove abilities
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Imprint
DescriptionSyntax: GROVE IMPRINT
Bond with the forests in your location, making it your personal Grove. You may not form a Grove in a location someone else has.
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Perceive
DescriptionSyntax: GROVE PERCEIVE
Discern whether a location has been marked as the property of another in some fashion.
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Sever
DescriptionSyntax: GROVE SEVER
Sever the bond you share with your Grove, allowing you imprint a new one elsewhere. There is a short delay until it is fully severed.
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Look
DescriptionSyntax: GROVE LOOK <target>
Draw upon the bond with your Grove to take a glimpse through the forest at someone standing within one.
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Cage
DescriptionSyntax: GROVE CAGE
GROVE UNCAGECage off entry and exit from your Grove, preventing people from moving through it for a temporary period of time, or until you release it. Additionally, the thick foliage will prevent many line of sight abilities while you remain within your Grove.
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Whisper
DescriptionSyntax: GROVE WHISPER <target> <message>
Whisper through the trees to anybody standing in the forest. They will not know who is speaking to them.
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Eyes
DescriptionSyntax: GROVE EYES
Detect the presence and whereabouts of all people who stand within a forested location.
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Fertility
DescriptionSyntax: GROVE FERTILITY
At your behest, you may make a variety of wild flowers grow instantly within your Grove, which you can then use.
Cooldown: Until a new Aetolian month
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Return
DescriptionSyntax: GROVE RETURN
Return to your Grove from any forested location after a short delay. This is a channelled action and will require your full attention until completion.
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Everbloom
DescriptionSyntax: GROVE EVERBLOOM
Draws upon the latent energy of your Grove to create a radiant garden that lasts for one quarter of an Aetolian day. This garden will grant increased willpower and endurance regeneration for everybody within your Grove.
Cooldown: 4 hours
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GroveFlow
DescriptionSyntax: GROVE FLOW
Travel through between two Groves that are linked together. Refer to AB NATURALISM LINKING for more information on how the link is formed.
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Linking
DescriptionSyntax: GROVE LINK <target>
Create a unidirectional spiritual pathway from your Grove to the Grove of one who considers you an ally. Once linked, any Shaman can use Groveflow in your Grove to end up at the linked Grove.
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Annihilation
DescriptionSyntax: GROVE ANNIHILATION
At the cost of your Grove and the surrounding plantlife, you can completely destroy all within your location in a single devastating wave of power that will deal an incredibly large amount of spirit damage. In order to perform this action, you must be still for a short period as the power is drawn forth from your Grove.
Once the deed is done, the forests will reject your touch and prevent you from imprinting a new Grove for at least one full season.
Cooldown (Imprint): Until a new Aetolian season
- You have the following Overgrowth abilities
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Overgrowth
DescriptionSyntax: NATURE OVERGROWTH
NATURE OVERGROWTH LISTWhile standing outdoors in a non-urban environment, you can empower the force of nature, causing plants to overgrow and encompass your surroundings. An overgrown location will allow numerous abilities to be used, many of them remotely.
Leaving an overgrown location will not cause the growth to recede, though each overgrowth beyond the first will place a toll on your willpower.
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Release
DescriptionSyntax: NATURE RELEASE [HERE]
In a single command, you may force all overgrown locations you control to recede at once. Overgrowth you are standing in will not be affected, unless you supply the HERE argument which will then only affect your current room.
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Trespassers
DescriptionSyntax: NATURE TRESPASSERS
List all those who currently step upon your overgrowth, along with their location.
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Canopy
DescriptionSyntax: NATURE CANOPY
Requires an overgrown location.By causing the plant growth around you to condense into a barrier over the sky, you can prevent those in your location from using flight as an escape option.
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Roots
DescriptionSyntax: NATURE ROOTS
Requires an overgrown location.Call forth roots from your overgrowth to secure you to the ground, making you heavier and harder to move, much like the density defence.
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Screen
DescriptionSyntax: NATURE SCREEN
Requires an overgrown location.While standing within the presence of your overgrowth, you may command the life around you to form a barrier - one capable of introducing disruptive static into the mind of a telepath when they attempt to pierce its veil. This will increase the length of time it takes for a telepath to obtain a mind lock upon those in your location. You may only support one screen at a time.
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Thornwall
DescriptionSyntax: NATURE THORNWALL
Requires an overgrown location.Create a wall of hindering thorns across all exits. Any who pass through it will be scratched by the thorns, causing them to bleed and delivering the venom loki.
The thornwall will wither away faster if there is no overgrowth in the room and/or you do not remain with it.
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Whispers
DescriptionSyntax: NATURE WHISPERS <ON|OFF>
At a significant drain to your willpower, track all movement in and adjacent to all your overgrowth.
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Flow
DescriptionSyntax: NATURE FLOW <target>
Requires an overgrown location.While standing within your overgrowth, you may instantly travel to anyone else within your domain.
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Pulling
DescriptionSyntax: NATURE PULL <target>
Requires an overgrown location.Vines will lash out from the overgrowth in your current room, attempting to pull in a target from an adjacent room. If they are within line-of-sight, you can try to pull them providing they stand within your overgrowth.
While it can be prevented by the density defence, if they are marked by your malevolence then the vines will have the strength to overcome it.
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Hinder
DescriptionSyntax: NATURE HINDER
Requires an overgrown location.With a single command, you can force the plantlife around you to grow rapidly and snake around the legs of those within your presence - indiscriminately hindering all movement including your own.
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Animation
DescriptionSyntax: NATURE ANIMATION
Requires an overgrown location.Any enemy standing within overgrowth in your current area will be struck by a thorny stalk that will deal cutting-based damage and inflict them with the loki venom.
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Surge
DescriptionSyntax: NATURE SURGE <target>
Requires an overgrown location.While standing within your overgrowth, you may direct the overgrowth around you to surge toward a target - moving it rapidly through every room between you and your target. This may only be performed within the same area, and only within a limited range.
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Renewal
DescriptionSyntax: NATURE RENEWAL
Requires an overgrown location.Spread healing energy over your overgrowths in the local area, slowly healing your allies standing within your overgrowth for the next few seconds.
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Displacement
DescriptionSyntax: NATURE DISPLACEMENT <target>
Requires an overgrown location.While standing within your overgrowth, you may instantly swap locations with anybody else that stands within your domain.
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Consumption
DescriptionSyntax: NATURE CONSUMPTION
Requires an overgrown location.Instantly consume your overgrowth in thie location. Doing so will generate 3 primal energy for use with Primality.
Greenfoot will not cause the overgrowth to reappear after consumption, you must move first.
Cooldown: 30 seconds
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Barrier
DescriptionSyntax: NATURE BARRIER <target>
Usable from overgrowth or a forest room. This will summon both a magical shield and a prismatic barrier around any target, excluding yourself, in the local area who also stands within an overgrowth or a forest.
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Greenfoot
DescriptionSyntax: NATURE GREENFOOT <ON|OFF>
With a heavy toll to willpower, an overgrowth will spread out from your very feet after moving to a new location, should you linger there. This overgrowth will recede again once you leave the location.
Visual style and identity
The wrath of nature is anything but subtle. Lightning flies from a Shaman’s quarterstaff. Trees respond to their woven songs of memory. Fetishes rattle and bones tumble at their feet. Vines rustle and storms gather at their command.
Ritual is inherent to the practice. Their workings are mystifying to an outsider, and often terrifying, full of curses, chants of life and death, and the kind of elaborate gestures only someone deep in communion with the Guardians would attempt.
Side effects of the work
Seers who reach beyond the veil pay for it. A Shaman’s grasp on ordinary reality can become tenuous and laden with paranoia. Some begin to see omens and portents everywhere. Others take to hallucinogenics to enhance their far sight, which carry their own consequences.
Working with lightning leaves the hands burned and scarred. Withdrawal from civilisation grows easy, even comfortable. Many older Shamans become cynical about anyone outside the woods, and especially anyone outside the Cycle.
Who plays this class
The Shaman fits players who want a nature-magic priest with serious teeth. The roleplay frame is broad: peaceful grove-tender, sharp-tongued witch, battlefield seer, fierce primal warrior. All of them count as Shamans.
Mechanically, the kit rewards players who like building setups (Shamanism portents, Naturalism overgrowth) and then closing with Primality damage. If you enjoy classes that read the battlefield and shape it before striking, the Shaman is a strong pick.
City and guild
The Shaman guild is the Praadi, anchored in Duiran, the Spirit Tether’s forest city. Patron: Haern, the Hunter. The Praadi houses two sister classes alongside the Shaman: the Runecarver (priests of mortality, decay, and rot) and the Sylvan (Fae-bound warriors of Dia’ruian fury).
Joining as a Shaman commits you to Spirit. You cannot actively hold Shadow-aligned classes alongside it, though you can multiclass into other Spirit classes or the seven untethered classes. Race is independent of class, so a Shaman can be any Aetolia race.
The Shaman mirrors the Alchemist, Spinesreach’s blight-wielding scientists of corrupted nature. Both classes manipulate the natural world, but the Shaman works with spirits and reverence while the Alchemist works with chemistry and dominance.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Shaman profile. Or see Aetolia’s full class list for the rest of the roster.
Runecarver
Shaman’s sister class in the Praadi. The dark twin of the Shaman, working with rot, fungus, and curses. Pick Runecarver if you like the Praadi guild but want to channel decay and mortality rather than primal life-force.
Alchemist
The Shadow-side mirror. Spinesreach scientist who corrupts nature instead of working with it. Pick Alchemist if you like the nature-manipulation chassis but want to play it as cold experimentation rather than reverent communion.
Warden
Duiran neighbor in the Pride guild. Heavy clan-warrior with ancestral simulacra. Pick Warden if you want to stay in Duiran and Spirit but trade primal magic for clan-passed martial combat and ghosts of the dead.
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