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Home » The 21 Classes of Achaea » The Shamans of Achaea

The Shamans of Achaea

A Tsol'aa Shaman with ritual blade and bone fetishes, voodoo trinkets at the belt

Shamans are Achaea’s enigmatic ritualists. Hailing from the wintry northernlands of Hashan, they hex opponents with debilitating curses, craft vodun dolls to control victims from anywhere, and bind the spirits of ancient figures into their bodies for new power. Fiercely spiritual and reclusive, the class is unaligned with any ethos, but the membership tilts toward those who embrace the secrets of the shadows.


Shaman lore and origin

The Shaman class was born in 288 A.F. of the modern age when Firefox Sly opened the guild of Shamans to the world. The class draws its strength from the darker side of mysticism. While not inherently aligned with any single ethos, Shamans tend to draw those who embrace the secrets of the shadows more readily than the light.

Most Shamans live in Hashan, the Court of Shadows, a city of secrets, science, and the esoteric. A few reside in Ashtan and Mhaldor. Cyrene, Eleusis, and Targossas rarely see Shamans, though the class isn’t formally banned from them.

The class is described in the lore as fiercely spiritual and reclusive. Shamans practice three arts: Curses (direct affliction through hexing), Vodun (remote control via empathetic doll-bond), and Spiritlore (binding ancient spirits to augment the body). The combination makes Shaman one of the most layered dark-magic classes in the game. A Shaman who has bound a powerful spirit, holds a doll of their enemy, and can deliver curses at will is one of the harder opponents to face.

What a Shaman does, in plain terms: enters trance to commune with the Spirit Realm and bind one or more ancient spirits, fashions a doll of an enemy from rope and cloth, and curses targets through hexing. The class wins through accumulation. Once a Shaman has a full doll-likeness of you and the right spirits bound, the lore notes, you are “extremely difficult to overcome.”


Signature combat identity: the curse, the doll, and the spirit

Three things make a Shaman a Shaman.

The first is the curse. Through Curses, a Shaman reels off afflictions in quick succession via CURSE . The roster runs from minor (Vertigo, Dizzy, Asthma) to severe (Paralyse, Plague, Haemophilia) to the capstone Jinx (the ultimate shamanic curse) and Tzantza (a most painful end). The skill is direct, fast, and dangerous. Truecurse drives curses through magic shields; Swiftcurse delivers them faster. Curses is the Shaman’s bread-and-butter combat tool.

The second is the doll. Vodun is the mystical art of imbuing a carving with a target’s life energy. The Shaman Fashions a doll from rope and cloth, refines the link to a specific person, and then affects that person from anywhere: Break their limbs, Throttle them, Burn them, Bleed them, Travel through spirit pathways to their location, Summon them to you, Cripple them at distance. The mechanic is near-identical to the Jester’s Puppetry, same toolkit, different cultural framing. If someone holds a doll of your character, you must retrieve and destroy it, or slay the Vodun master.

The third is the spirit. Spiritlore lets the Shaman commune with the Spirit Realm and bind ancient spirits: Daina the Viridian, Jhulian the Nomad, Arius the Druid, Maligus the Cleric, Aspar the Iron Handed, Aelkesh the Faceless, Teraile the Swordsman, Arcanor the Sorcerer, Syvis the Venomous, Marak the Eviscerator, and many more. Each spirit, when bound, augments the Shaman’s abilities in distinct ways. The most advanced practitioners may bind multiple spirits, sever spirit from body (Spiritwalk), or commune with Demiurge Adchachel, The Rose of Pain, the deepest capstone of the skill.

Together, Curses + Vodun + Spiritlore makes the Shaman a class of layered remote-effect combat. The Shaman doesn’t need to be in the room to win the fight.


The three skills of a Shaman

A Shaman commands three skill sets: Vodun, Curses, and Spiritlore. A fledgling Shaman gains Spiritlore and Curses; Vodun is granted upon embracing the class.

Signature abilities: Fear, Discernment, Deaf

Curses draws on the dark side of the mystic world. Simple, powerful, deadly. The Shaman reels off curse after curse in quick succession via CURSE . Only Bleed works on denizens; the rest require an adventurer target.

The capstone curses: Blight, Tzantza, and Jinx (the ultimate shamanic curse), are some of the most feared afflictions in Achaea. Truecurse drives curses through magic shields; Swiftcurse delivers them faster.

Abilities (38)

AbilityDescription
FearInstill great fear in your target.
DiscernmentDiscern the severity of your victim’s wounds.
DeafDampen an opponent’s hearing.
BleedCurse your opponent with uncontrollable bleeding.
ClumsyYour victim will fumble about.
VertigoA devastating fear of heights.
ImpatienceInability to concentrate on focused tasks.
AmnesiaMake your victim forget what he meant to do.
AgoraphobiaFear of open spaces.
BreachCut through an opponent’s curseward.
DizzyCauses problems when trying to move.
ClaustrophobiaFear of being under cover.
ParanoiaThey are out to get you, believe me.
BlindCurse an opponent with blindness.
MasochismThe love of your own pain.
AsthmaCreates difficulty when breathing.
TruecurseThe ability to drive your curses through magic shields.
RecklessA dangerous disregard for personal well-being.
EpilepsyDisrupt the nervous system of your victim.
ManaleechCause the victim’s mana to bleed away.
PeaceFill your enemy’s mind with thoughts of peace.
DementiaDistorts the victim’s perceptions of the world.
ParalyseFreeze the limbs of your enemy.
PlagueCurse someone with the voyria affliction.
AddictionCreates a terrible addiction.
SwiftcurseThe ability to deliver curses much more quickly.
StupidMake a victim dumb as a rock.
HealthleechA victim’s health will slowly bleed away.
SensitivityCause your victim to become extremely sensitive to pain.
VomitingUpset the stomach of your enemy.
SleepPut an enemy to sleep, or remove his sleep defences.
HaemophiliaDeny them respite from their wounds.
AnorexiaA terrible condition, preventing one from eating.
WearinessWeaken the body of your opponent.
BlightThe most feared of the Curse abilities.
InflameSet a victim’s very blood aflame.
TzantzaBring a most painful end to your victim.
JinxThe ultimate shamanic curse.

Signature abilities: Fashion, Gripping, Confusion

Vodun is mystical. By imbuing a carving with the empathetic link to a person, the Shaman affects that person from afar. The Shaman Fashions a doll from rope and cloth, refines the link through repeated workings, and then can confuse, leech experience, slay, and more, all from anywhere.

If someone obtains a doll of you, you must retrieve and destroy it, or slay the Vodun master who created it. The skill is mechanically near-identical to the Jester’s Puppetry, same toolkit, different cultural framing.

Abilities (32)

AbilityDescription
FashionFashion vodun dolls from rope and cloth.
GrippingGrip your dolls tighter than ever before.
ConfusionMuddle the thoughts of your victim.
DizzyCause your enemy to become unsteady on his feet.
SleepSend someone to the dreamworld.
IllusionCause your victim to see an image of your choosing.
SpySee the surroundings of your target.
StatusFind out what the health and mana of your target is.
StripStrip someone’s defences.
ParalyseLock up the muscle system of your victim.
BreakBreak both the arms or both the legs of someone.
ThrottleCrush the life out of your victim.
RecklessInduce a sense of extreme bravado in your opponent.
TickleTickle the feet of your doll.
BurnSet your victim alight.
BleedBloodlet your enemy.
TravelTravel through the spirit pathways to your doll.
CrippleBreak all the limbs of a victim.
CommandYour wish is their command.
SlowMake a victim move through time more slowly.
PunctureDestroy your target’s internal organs.
BlackoutRob your victim of some of his senses.
SummonSummon your victim to you.
BindTie up your hapless opponent.
ListenHear talking through your target’s ears.
IntuitionYou know them more than they know themselves.
InventorySee the inventory of your target.
ImbibeAfflict your opponent through your doll.
MangleA pain beyond that of mere breaking.
ConcussionBruise the very brain of your doll’s model.
LeechAttach yourself to the spirit of your victim.
TruefashionThe hallmark of a master of Vodun.

Signature abilities: Commune, Daina, Jhulian

Gifted with the power to pierce the layers of reality and commune with the Spirit Realm, Shamans access wells of power thought long-lost. Upon entering a trance, the Shaman binds the spirits of one or more named ancient figures, augmenting their abilities. Further attunement unlocks greater powers.

The most skilled practitioners are rumoured to attune to multiple spirits at once, or to sever spirit from body and traverse incorporeally (Spiritwalk). The deepest capstone is Adchachel, communing with a Demiurge.

Abilities (24)

AbilityDescription
CommuneCommune with the spirits.
DainaDaina, The Viridian.
JhulianJhulian, The Nomad.
AriusArius, The Druid.
SilvanixSilvanix, The Fool.
Ri’shenRi’shen, The Master.
MaligusMaligus, The Cleric.
AsparAspar, The Iron Handed.
AelkeshAelkesh, The Faceless.
TeraileTeraile, The Swordsman.
ArcanorArcanor, The Sorcerer.
SyvisSyvis, The Venomous.
MarakMarak, The Eviscerator.
AnthiusAnthius, The Crusader.
GaronGaron, The Knight.
DesignateDesignate the owners of your tribal totems.
TarnelTarnel, The Walker.
KosuiraKosuira, The Child Sorceress.
ArayanArayan, The Healer.
TetherDesperate times lead to temporary measures.
SpiritwalkWalk free of the confines of mortal flesh.
KhentimenIf you dare.
MasteryMastery of the spiritual arts.
AdchachelDemiurge Adchachel, The Rose of Pain.

Shaman Houses and cities

See Achaea’s city-states for the cities where these Houses recruit.

Shaman is unrestricted by alignment. 16 Houses across all 6 cities + cityless, same wide acceptance as Serpent, Magi, and Runewarden.

HouseCityNotes
The Krymenian AcademyHashanHashan academic House. The traditional Shaman home for scholarly play.
The SomatikosHashanHashan body-discipline House. Strong fit for Shamans who bind warrior-spirits.
The Esoteric ConsortiumAshtanAshtan martial House.
The Savants of the WheelAshtanAshtan academic House.
The Nemesian VanguardAshtanAshtan front-line House.
The Dread LegatesMhaldorMhaldorian military House.
The InsidiumMhaldorMhaldorian rites House.
The DawnbladeTargossasTargossan martial House (rare Shaman choice).
The Harbingers of RedemptionTargossasTargossan succour House (rare Shaman choice).
The Vashnarian ShieldCyreneCyrene guardian House (rare).
The VirtuosiCyreneCyrene artistic House (rare).
The Discurean OutridersCyreneCyrene explorer/academic House (rare).
The Scions of the IthmiaEleusisEleusis forestal House.
The Heartwood KinEleusisEleusis nature House.
The Grand Merchant Collective(cityless)The trader House.
The Carnivalis Institute of Jestering(cityless)The Jester-founded House.

To check current House availability in-game: HOUSE LIST SHAMAN.

A note on the class’s home: while the class is technically unrestricted, per HELP SHAMAN the membership “is mostly contained within their historical home of Hashan with a few residing in Ashtan and Mhaldor, but rarely in Cyrene, Eleusis, or Targossas.” The good-aligned cities don’t ban Shamans, but the dark-mysticism flavour doesn’t fit easily.


What an Achaea Shaman might look like

Class shapes silhouette; race shapes everything else about a character’s appearance. The art below shows what a Shaman can look like across two of Achaea’s 14 playable races. These are illustrative examples. Any race can play a Shaman.


How to roleplay a Shaman in Achaea

A Shaman’s identity is reclusive. Your character keeps secrets. Knows things others don’t. Communes with old spirits, with ancient figures, with the shadow side of mysticism. The class lore is explicit about reclusiveness. Shamans tend toward the quiet, the watchful, the unsettling.

Three things make Shaman roleplay distinct:

Your bound spirits are characters. Daina, Jhulian, Maligus, Adchachel. These aren’t combat buffs. They’re named ancient figures with personalities. Players who treat their bound spirits as roleplay material (referring to them by name, describing the binding ritual, acknowledging the spirit’s influence on the Shaman’s behaviour) get the strongest roleplay material.

Your dolls are personal. Holding a doll of an enemy is intimate. Your character has carved a likeness, refined a link, and now affects the target from anywhere. The lore frames this as deeply uncomfortable, and that discomfort is part of the class’s character.

You live in Hashan but the city doesn’t own you. Most Shamans are Hashani, but the class isn’t politically locked to the city the way Priest is to Targossas. Players who treat their Shaman as Hashan-aligned but ultimately independent, beholden to spirits more than to city politics, get the truest version of the class.

A few practical notes:

Combat is layered and slow. Vodun doll preparation, Spiritlore trance and binding, and Curse stacking all take time. Shamans reward patient combatants who think 3-5 moves ahead.

The Krymenian Academy is the canonical home. Strong fit for Shamans who lean scholar. Somatikos works well for Shamans who lean toward combat through bound warrior-spirits.

Cyrene, Eleusis, and Targossas are awkward. Politically you can join them. Culturally and thematically, the class doesn’t fit. Most Shamans who try those cities end up wandering back to Hashan or going cityless.

If you want a class with the deepest dark-mysticism identity, three-layer remote combat through curses + dolls + spirits, and a quiet authority that comes from knowing things others don’t, Shaman delivers.


Other classes to consider

Three classes worth a look if Shaman is on your shortlist (or browse all 21 Achaea classes for the full comparison):

Jester: Absurdity as a Weapon

The mechanical cousin via Puppetry, near-identical doll-and-link combat system. Same flexibility (16 Houses, no alignment lock). Very different cultural framing: where the Shaman’s dolls are ritual implements, the Jester’s puppets are tools of absurdity. Choose Jester if you want the same remote-control mechanic with a playful clown identity instead of dark mysticism.

Apostate: Mhaldor’s Daemonic Priest

The Mhaldor dark priest. Shares the affliction-stacking combat style (Apostate Evileye works analogously to Shaman Curses). Where the Shaman is unrestricted, the Apostate is locked to Mhaldor and serves Evil with a Baalzadeen instead of bound spirits. Choose Apostate if you want a tighter factional commitment.

Pariah: The Accursed Sorcerer

The other dark mystic class. Different mechanics (blood logographs, plague swarms, crypt construction) but a similar “outcast scholar” identity. Both classes are unrestricted by alignment. Choose Pariah if the tomb-and-desert aesthetic appeals more than Hashan’s wintry reclusion.

← Back to all 21 classes


Frequently Asked Questions

A Shaman’s skills are Vodun, Curses, and Spiritlore. A fledgling Shaman gains Spiritlore and Curses; Vodun is granted upon embracing the class. Curses is the direct affliction skill (CURSE with Jinx, Tzantza, and Blight as capstones). Vodun is the doll-link art for remote control of victims. Spiritlore lets the Shaman commune with the Spirit Realm and bind named ancient spirits to augment their abilities.

The Shaman class was born in 288 A.F. of the modern age when Firefox Sly opened the guild to the world. The class hails from the wintry northernlands of Hashan, the Court of Shadows. Most Shamans still live in Hashan, though the class is unrestricted by alignment and members can be found in Ashtan and Mhaldor as well.

Sixteen Houses across all six city-states plus two cityless options, same wide acceptance as Serpent, Magi, and Runewarden. The Krymenian Academy and The Somatikos in Hashan are the natural homes. The good-aligned cities (Cyrene, Eleusis, Targossas) accept Shamans formally but rarely see them due to the cultural mismatch. Use HOUSE LIST SHAMAN in-game to confirm current availability.

Mechanically, Vodun (Shaman) and Puppetry (Jester) use nearly the same toolkit. Fashion a doll/puppet of someone, refine the link, then affect them remotely. The difference is the broader class identity. Shamans are reclusive dark mystics who curse and bind spirits. Jesters are acrobatic tricksters who throw bombs and tell bad jokes. The two classes share one skill in spirit but feel completely different to play.

Spiritlore lets a Shaman commune with the Spirit Realm and bind named ancient figures: Daina the Viridian, Jhulian the Nomad, Arius the Druid, Aspar the Iron Handed, Marak the Eviscerator, Garon the Knight, Adchachel the Demiurge (“The Rose of Pain”), and many more. Each spirit augments the Shaman’s abilities in different ways. Master practitioners bind multiple spirits at once, and the deepest can Spiritwalk, sever spirit from body and traverse incorporeally.

← Back to all 21 classes


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