Shaman
Introduction:
The Shaman channels the primal bloodlust of the Orcs and Goblins into effects both beneficial and baleful. He keeps his allies up and running far beyond their normal capabilities and calls down the wrath of the elements, Air and Earth, onto his enemies. The one feeds the other and around he goes, delivering a deadly combination of healing magic and stomping, pummeling power without pause.
Orcs and Goblins live for battle, and fighting provides the strange and twisted power that fuels their magic. By participating in battle – calling down the wrath of Earth and Air, or just being up in the fight with the group – the Shaman taps into the collective frenzy to gain elemental power. This gathered energy drives the strength of his magic to new heights. With this elemental power blazing in his eyes, his spells can heal more wounds or assist his allies to achieve feats of unbelievable destruction.
Credits: Vermillion Edict for the model.
Elemental Balance
Shamans have Air and Earth balance as their special system.
Abilities cast by the Shaman will reduce a certain element’s power; changing the balance. Reducing air power will eventually increase the earth power because the balance bar will automatically increase the earth power if air power decreases. This also works the other way around; giving the Shaman the opportunity to build up the power of certain spells in combat. If the power of an element is above 50% it’s damage or healing will be increased while under 50% the effect will only become worse.
Playing as a Shaman:
As a Shaman, you'll have to walk a careful line in balancing your offensive and supportive abilities. You can achieve the greatest rate of healing by focusing on that skill exclusively. You can maximize your rate of damage by focusing purely on those abilities. However, focusing on a single talent will lessen your overall impact on the battle. The strength your support skills gain from an ongoing element is significant. Using your offensive magic to contribute directly to the fight will increase the power of your support magic, allowing you to better help your group.
Playing against a Shaman:
With the Shaman's power to support and enhance his allies, he is at his strongest when he fights with a team. With this in mind, you'd be advised to take the earliest opportunity to eliminate him – an opportunity his group mates will do their best to deny you. In each fight you must carefully weigh the opposition, and determine the best time to strike at the Shaman. Attack too early and you risk facing deadly reprisals from the Shaman's uninjured allies. Attack too late and you may lack the power to overcome the group's magical enhanced defenses.
Preview:
<Comming Soon>
Abilities:
Introduction:
The Shaman channels the primal bloodlust of the Orcs and Goblins into effects both beneficial and baleful. He keeps his allies up and running far beyond their normal capabilities and calls down the wrath of the elements, Air and Earth, onto his enemies. The one feeds the other and around he goes, delivering a deadly combination of healing magic and stomping, pummeling power without pause.
Orcs and Goblins live for battle, and fighting provides the strange and twisted power that fuels their magic. By participating in battle – calling down the wrath of Earth and Air, or just being up in the fight with the group – the Shaman taps into the collective frenzy to gain elemental power. This gathered energy drives the strength of his magic to new heights. With this elemental power blazing in his eyes, his spells can heal more wounds or assist his allies to achieve feats of unbelievable destruction.

Credits: Vermillion Edict for the model.
Elemental Balance
Shamans have Air and Earth balance as their special system.
Abilities cast by the Shaman will reduce a certain element’s power; changing the balance. Reducing air power will eventually increase the earth power because the balance bar will automatically increase the earth power if air power decreases. This also works the other way around; giving the Shaman the opportunity to build up the power of certain spells in combat. If the power of an element is above 50% it’s damage or healing will be increased while under 50% the effect will only become worse.
Playing as a Shaman:
As a Shaman, you'll have to walk a careful line in balancing your offensive and supportive abilities. You can achieve the greatest rate of healing by focusing on that skill exclusively. You can maximize your rate of damage by focusing purely on those abilities. However, focusing on a single talent will lessen your overall impact on the battle. The strength your support skills gain from an ongoing element is significant. Using your offensive magic to contribute directly to the fight will increase the power of your support magic, allowing you to better help your group.
Playing against a Shaman:
With the Shaman's power to support and enhance his allies, he is at his strongest when he fights with a team. With this in mind, you'd be advised to take the earliest opportunity to eliminate him – an opportunity his group mates will do their best to deny you. In each fight you must carefully weigh the opposition, and determine the best time to strike at the Shaman. Attack too early and you risk facing deadly reprisals from the Shaman's uninjured allies. Attack too late and you may lack the power to overcome the group's magical enhanced defenses.
Preview:
<Comming Soon>
Abilities:
Thunderblast![]()
Cooldown: 8.00 seconds
Cast:1.00 Cast time
Range: 700 Range
Cost: 35 energy (-5% Earth balance)
Description: Deals Int*2.7 Air damage to 3 targets in a cone and knocks them back a bit. Targets hit have a 10% chance to get purged; removing a random positive buff and reducing their movement speed by 90% for 2 seconds.
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Natural Healing![]()
Cooldown: 15.00 seconds
Cast:1.00 Cast time
Range: 800 Range
Cost: 45 energy (-5% Air balance)
Description: Causes a natural explosion to occur at a selected area; healing friendly units for Intelligence * 3.4 hit points and causes the area to get enhanced with life power. The life power will heal all units in the area for Intelligence * 0.6 hit points per second for 8 seconds while reducing their armor by 50%. The life power effect will affect both friendly and enemy units. Units hit by the heal occurred by the explosion will have a 10% chance to get “Empowered Earth”; increasing the effect of the Shaman’s Earth spells on them by 20% for 4 seconds.
Eruption![]()
Cooldown: 25.00 seconds
Cast:1.00 Cast time
Range: 600 Range
Cost: 45 energy (-15% Air balance)
Description: Sends out a line of erupting magma towards the targeted enemy unit; erupting 4 times as long as its underway. Dealing Intelligence * 1.8 fire or earth damage per eruption. Each eruption will cause a ministun as well.
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