Shaman
Element: Mystic · Signature meter: 👻 Spirited (Communion)
Shaman plays through one of three specializations — Channeler (Striker), Totem (Anchor), and Ancestor (Mender). Each is a talent tree you field to lock in a core (a builder, a spender, and an always-on passive), then climb five rungs, choosing at each fork. This page lists all three in full, pulled straight from the combat engine. For the meter's counterplay and team pairings, see the class card and Team Composition.
The meter
A spirit-charge that fills 0–100 and plays in five brackets — 20 / 40 / 60 / 80 / 100. Each bracket you reach turns on its own per-turn Communion pulse, and the layers are cumulative: the higher your charge, the more fire at once (one effect at 20; all five at a full 100). A non-attack channel builds the charge (+20), and the Anchor also banks it by tanking (weathering hits). Casting a payoff — an attack or a heal — dumps a chunk, dropping you down brackets.
So the Shaman is a positional meter class: instead of stack-and-unload, you're always weighing "do I need this layer now, or hold and climb for the next one?" — a bit more depth than the other classes. The five layers are transposed per role (the Striker leans offense, the Anchor guard, the Mender mending):
| Spirited | Bracket | The pulse each turn (adds on top of the lower brackets) |
|---|---|---|
| 20 | Kindled | a first Communion pulse (Striker lashes enemies · Anchor wards the party · Mender mends) |
| 40 | Communion | a second, cross-cut layer (offense picks up support; guard picks up mending) |
| 60 | Warded | a third layer |
| 80 | Ascendant | a fourth layer |
| 100 | Convergence | the fifth — every layer fires at once |
The Spirited spend skills (Spirit Bulwark, the Convergence finisher, Communion of Souls / Ancestral Rite, Vengeful Spirits) still cash the charge for a burst — but doing so drops your brackets, so it's a genuine choice.
Specializations (talent trees)
All three specializations are live for every player — field one from your Avatar's Roster. Every effect below is pulled straight from the combat engine, so it matches what happens in a fight.
The core three are always fielded. On the rungs, a Fork makes you choose one option (pick by best when); a Grant hands you the skill at that Ascension tier. ⭐ marks the build-defining milestone rung. All powered by 👻 Spirited.
⚔️ Channeler — Striker
the always-on charge-scaled AoE pulse chips every enemy each turn AND withers their tempo, sapping enemy Speed off your own (the dead's weight on the living). Breathes with the build→unload cadence
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Spirit Lance | A lance of spirit; heals the team for 5% of the damage dealt, split across the party. a lance of spirit → +Spirited; heals the team for a share of the damage — the Channeler's strike is itself an act of communion, filling the bank while it feeds the party |
| 💥 Spender | Ancestral Fury | Ancestral fury unloads ALL your Spirited — +power for every point spent; the whole team heals 8 each and both allies gain +10% ATK. Requires 20 Spirited. the marquee button — unload ALL Spirited (+power per point spent); the whole team heals 8 and both allies gain +ATK as it lands. The strike IS the communion (requires 20) |
| ♾️ Passive | Withering Pulse | Each turn a pulse of restless spirits washes over every enemy (damage scaling with your banked Spirited) AND withers their vigor — sapping every foe’s Speed by a slice (1% → 3% by your ATK) of YOUR Speed. The dead weigh on the living. the always-on charge-scaled AoE pulse chips every enemy each turn AND withers their tempo, sapping enemy Speed off your own (the dead's weight on the living). Breathes with the build→unload cadence |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | 🎯 Active Communion — you're the carry / low party DPS — spin from the BUILD side: Channel Power empowers the next hit, ramping the charge-fed aura toward a bigger unload | Channel the spirits — your next skill strikes for +50% power. |
| 🎯 Active Soulbrand — single-boss DPS race — spin from the UNLOAD side: brand the foe's soul with decay (+15% damage taken) so the pulse and every detonate land heavier | Brand a foe’s soul with decay — it takes +15% damage from all sources, so the pulse and every communed unload bite deeper. | |||
| 2 | tier 20 | Grant | 🎯 Active Spirit Storm | A storm of spirits; the team gains +10% ATK per enemy struck. |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Ancestral Fury — a team DPS race — the party-facing detonate: heals + arms the team as it strikes (the support-burst default) | Ancestral fury unloads ALL your Spirited — +power for every point spent; the whole team heals 8 each and both allies gain +10% ATK. Requires 20 Spirited. |
| 🎯 Active Ancestral Wrath — a single-boss DPS race — the selfish-max unload: pure +power per point on the marked/debuffed target (the striker's offense opt-out) | Ancestral wrath unloads ALL your Spirited — +power for every point spent; +10 vs marked/debuffed targets. Requires 20 Spirited. | |||
| 🎯 Active Ancestral Reckoning — packs with a buffed party — spend into the AoE that grows +10 per active team buff (cash the party's own buffs into the nuke) | A reckoning that grows +10 per buff currently active on the team. | |||
| 4 | tier 40 | Grant | 🎯 Active Soul Fire | Spreading soul-fire — armor-ignoring damage over time on every enemy. |
| 5 | tier 50 | Fork | 🎯 Active Spirit Snare — a tempo/kite fight — a speed snare to peel (bosses resist) | A snaring spirit that saps 20% speed for 3 rounds — but bosses and elites shrug it off, resisting to just a quarter of the slow. |
| 🎯 Active Hex — a bursty enemy you must blunt — the multi-stat hobble (speed + ATK) | A crippling hex — saps 20% speed and 20% ATK for 3 rounds. | |||
| 🎯 Active Spirit Walk — a charge-cadence fight — act first so the build→unload rhythm never stalls (the folded tempo passive) | Walk the spirit road — this Avatar acts first next round. |
🛡️ Totem — Anchor
struck → commune the blow as a party heal AND the ancestral spirits SEIZE the attacker (a DEF-scaled Speed grasp off your own). The hoard, the give and the grasp are one event; the anti-Warlock party-facing core
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Spirit Bolt | A spectral bolt; both allies’ next attacks deal +10% ATK. strike → +Spirited (build by acting), both allies' next attacks +ATK — the communion drip that fills the bank between blows |
| 💥 Spender | Spirit Bulwark | Detonate the hoarded communion into a warding bulwark of spirits — unload ALL your Spirited into a party shield (growing with every point spent) that holds for 6 turns then breaks, while the caster bristles with vengeful spirits and attackers of any warded ally are seized by the dead (−5 Speed per hit). Requires 40 Spirited. the marquee button — detonate the whole bank: unload ALL Spirited into a party shield that grows per point spent + holds 6 turns, while the caster bristles with self-spikes (requires 40) |
| ♾️ Passive | Spirit Link | When struck, 35% chance to commune the blow into a party heal for 5% of your Max HP (banking Spirited) — and the ancestral spirits seize the attacker, dragging their Speed down by a slice (0.1% → 1% by your DEF) of YOURS. The pain is given to the dead; the dead grasp the one who dealt it. struck → commune the blow as a party heal AND the ancestral spirits SEIZE the attacker (a DEF-scaled Speed grasp off your own). The hoard, the give and the grasp are one event; the anti-Warlock party-facing core |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | 🎯 Active Lodestone — one ally getting focus-bursted — spin from the INPUT side: redirect ALL ally damage onto the Totem; every redirected hit banks Spirited AND fires Spirit Link (manufacture the suffering to hoard) | Ancestral bond: redirect ALL ally damage for 1 round at 50% reduction. |
| 🎯 Active Conduit — add-heavy / many attackers — spin from the OUTPUT side: Thornspirit Totem (team thorns, doubling on hit) punishes attackers so they keep striking you → more hits taken → more Spirited | A totem bristling with vengeful spirits; the whole party gains thorns 12 — attackers take 12 damage per hit. The Shaman itself, when struck, briefly DOUBLES its own thorns for 3 turns (3-turn cooldown) — the more it is focused, the more it reflects. | |||
| 2 | tier 20 | Grant | 🎯 Active Standing Stone | Strongest team DEF buff — a totem of stone. |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Sanctuary — a telegraphed party-wide burst — dump the bank into the party shield + self-spikes (the durability default) | Detonate the hoarded communion into a warding bulwark of spirits — unload ALL your Spirited into a party shield (growing with every point spent) that holds for 6 turns then breaks, while the caster bristles with vengeful spirits and attackers of any warded ally are seized by the dead (−5 Speed per hit). Requires 40 Spirited. |
| 🎯 Active Ancestral Answer — a long single-boss focus fight — route the detonate through Vengeful Spirits, spending Spirited as OFFENSE (the anchor's opt-out into threat) | The ancestors answer in force — +N power scaling with the banked Spirited charge; a strike on the Totem hardens its own guard. | |||
| 🎯 Active Communal Ward — one ally being spiked to death — concentrate the whole detonate as a ward on the MOST-PRESSURED ally + a lingering Spirit-Link over-heal (targeted altruistic spend) | Spend all banked Spirited (needs 40) to pour the communed spirits into your most-pressured ally — a large heal that grows per point spent; any overheal lingers as a warding shell. | |||
| 4 | tier 40 | Grant | 🎯 Active Warding Totem | The warding totem stands: the whole party takes 25% less damage for 3 rounds — the ancestors soak and share. |
| 5 | tier 50 | Fork | ♾️ Passive Ancestral Aegis — SOAK — sustained pressure: every blow you take is banked as a spirit ward — the Totem does not fall, the dead hold it up | Every blow you soak hardens into an ancestral ward worth 8% of your max HP (2 rounds) — under fire, the dead close ranks around you. |
| ♾️ Passive Vengeful Totem — COUNTER — melee attackers: strike the Totem and the spirits lash back, a counter that heals you for half its damage | When struck, 50% chance to hit the attacker for 70 and heal yourself for half that damage. | |||
| 🎯 Active Warding Communion — TEAM — protecting the line: open the communion as a shield, steeling the WHOLE party in ancestral resolve (+DEF) | Give the whole party +16 DEF for 3 rounds. |
✨ Ancestor — Mender
shield-on-heal: every heal weaves a DEF-scaled ancestral ward onto the most-hurt ally (stronger resolve → bigger ward). The Ancestor's mercy always leaves shelter behind — a shelter woven from the dead
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Spirit Bond | A spirit-bond over the whole party — mends every ally each round for 3 rounds, scaling with your Power (the roster’s only team-wide HoT). the roster's only team-wide HoT → +Spirited; sustained MaxHP-scaled mending that fills the bank while it keeps the party up |
| 💥 Spender | Ancestral Rite | The ancestral rite answers — the whole party is healed (the heal grows with the banked Spirited charge), allies below 25% HP are healed double, and any overheal becomes shield. the marquee button — the party is healed (grows with the banked Spirited), allies below 25% HP healed double, and any overheal becomes shield (the wound channeled back to the living) |
| ♾️ Passive | Spirit Weave | Every heal you land also weaves an ancestral ward onto your most-hurt ally, worth 2% of your Max HP and growing with your DEF (up to 8%). Mercy always leaves shelter — a shelter woven from the dead. shield-on-heal: every heal weaves a DEF-scaled ancestral ward onto the most-hurt ally (stronger resolve → bigger ward). The Ancestor's mercy always leaves shelter behind — a shelter woven from the dead |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | 🎯 Active Renewal — steady attrition — spin from the REGEN side: a MaxHP-scaled HoT, doubled below 30% HP (sustained mending) | A renewing totem; the ally’s heals over time are amplified — heal over time, doubled while below 30% HP. |
| 🎯 Active Cleansing — DoT/debuff-spam — spin from the BURST side: unload Spirited for a party heal that cleanses (grows per point, toward the full-bank payoff) | A communion unloads ALL your Spirited into a party heal that cleanses one debuff — the heal (and cleanse) grow with every point spent; at a FULL 100 charge every ally gains +20% ATK. Requires 40 Spirited. | |||
| 2 | tier 20 | Grant | 🎯 Active Spirit Shell | Shell the whole party; 50% of the shield value also splashes onto both allies. |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Ancestral Rite — a 'someone will die' spike — the biggest party wave heal + overheal→shield (the default) | The ancestral rite answers — the whole party is healed (the heal grows with the banked Spirited charge), allies below 25% HP are healed double, and any overheal becomes shield. |
| 🎯 Active Communion of Souls — a raw-throughput check — the cleanse-and-arm unload: at a FULL 100 charge the whole team gains +20% ATK (the loud full-bank payoff) | A communion unloads ALL your Spirited into a party heal that cleanses one debuff — the heal (and cleanse) grow with every point spent; at a FULL 100 charge every ally gains +20% ATK. Requires 40 Spirited. | |||
| 🎯 Active Spirit Surge — a burn/DPS-check where the healer must also damage — spend Spirited as offensive chip that still team-heals (the mender's opt-toward-offense) | A lance of spirit that unloads ALL your Spirited — +power for every point spent; heals the team for 5% of the damage dealt, split across the party. Requires 40 Spirited. | |||
| 4 | tier 40 | Grant | 🎯 Active Ancestral Blessing | Bless the whole party; also extends each ally’s active buffs by 1 round. |
| 5 | tier 50 | Fork | 🎯 Active Warding Ancestors — WARD — spike damage on the party: ward everyone in ancestral spirits, set any overmending into a lingering shield, and let the dead seize attackers of the warded (nothing the dead give is wasted) | Ward the whole party in ancestral spirits for 18; any overhealing lingers as a shield, and attackers of a warded ally are seized by the dead, losing 6 Speed per hit. |
| 🎯 Active Ancestral Renewal — THROUGHPUT — someone will die: call the ancestors to one failing soul for a big clutch heal, bigger the lower they are | Heal a failing ally for 60, plus 20 more when they are below 30% HP. | |||
| 🎯 Active Communion Surge — TEAM — a damage race: let the communion swell outward to embolden the WHOLE party (+ATK) | Give the whole party +14 ATK for 3 rounds. |
See also
- Class Cards — the one-card summary of every class's meter and counterplay.
- Class Kits & Meters — how meters and the combat HUD work.
- Skills — how specializations, cooldowns, and resource gates work.
- Glyphs — the glyph currency you spend to build a specialization.