Shaman

## **Background**

Shamans are deeply attuned to nature and the more connected they are to each basic element, the closer they are to tapping into its maximum possibilities.

## **Gameplay**

**Setup:** Take the Shaman Effects card, the Elements dashboard, and the 4 Element trackers and place them tracker faceup (beige side up) on the respective starting (bottommost) slot. After choosing a Level 1 skill, place it near the Elements dashboard.

**Gameplay:** Whenever a Shaman would gain (Mana), they may instead increase any Element track by 1 for each (Mana) they would have gained. Note that Shamans can't spend (Mana) that is already in their pool to increase Element tracks.

Elements are spent to trigger Shaman abilities, which is done by moving the corresponding Element tracker down by the required amount on the track. Once an Element reaches the "MAX" slot of its track, the Shaman may spend all of that specific Element to flip the Element tracker and gain the passive ability indicated on the top of their Track for the rest of the Quest (this can only be done once per tracker per Quest).

**Flame and Frost Spirits:** The Flame and Frost Spirits are allies that the Shaman can conjure through the Spirit skill cards. Each has their own characteristics listed on their reference cards. The Shaman can have 1 Spirit of each type on the Dungeon, represented by their tokens. While in the Dungeon, the Flame and Frost Spirits count as Heroes for the purpose of targeting miniatures (but not for the number of Minions in Mobs, Roaming Monsters' Health, etc.)

During the Shaman's turn, they may activate each Spirit once (the first activation does not cost an action) and may spend actions to activate them again. When activate, the Spirits can perform Attack or Move actions. When performing a Move action, each Spirit has 2 movement points just like any other Hero. However, Spirits can't interact, Open Doors, Recover, or carry any items. They also do not roll the Shadow die when attacking in Shadow. Whenever a Spirit kills an Enemy miniatures, the Shaman gains that experience.

To attack or defend, refer to the information listed on the Spirit reference card. When the Flame or Frost Spirit is killed, return the token to the Shaman (they may be summoned again by paying their cost).

## **Skills**

*Note that all Skills level 6 and higher are only available in Campaign Mode*

Fire Storm

* **I - Level 1; (2 Fire):** Roll (Orange Dice), deal damage equal to (Sword) to 1 enemy in (Magic) Range
* **II - Level 3; (2 Fire):** Roll (2 Orange Dice), deal damage equal to (Sword) to all enemies in (Magic) Range
* **III - Level 5; (3 Fire):** Roll (3 Orange Dice), deal damage equal to (Sword) to 1 enemy in (Magic) Range
	+ **(Air):** (Ranged) range

Healing Wave

* **I - Level 1 - (Air):** Roll (Orange Dice), heal one Hero in (Magic) range equal to (Sword) rolled
* **II - Level 2 - (2 Air):** Roll (2 Orange Dice), heal one Hero in (Magic) range equal to (Sword) rolled
* **III - Level 1 - (3 Air):** Roll (3 Orange Dice), heal one Hero in (Magic) range equal to (Sword) rolled
	+ **(Earth):** Instead, heal all heroes in your Tile

Entangling Roots

* **I - Level 1; (Earth):** Add a (Frost Token) to an enemy in (Magic) range
* **II - Level 3; (Earth):** Add a (Frost Token) to an enemy in (Magic) range
	+ **(Earth) (Water):** Deal 2 Wounds to any enemy with (Frost Token) and Heal 2
* **III - Level 5; (Earth):** Add a (Frost Token) to an enemy in (Magic) range
	+ **(Earth) (Water):** Deal 1 Wound to any enemy with (Frost Token) and Heal 2
	+ **(2 Air):** Each enemy with (Frost Token) takes 1 Wound

Water Energy

* **I - Level 2; (Water):** (Fire)/(Air)/(Earth)
* **II - Level 4; (Water):** (Fire)/(Air)/(Earth) Gain (2 Water) at the beginning of your turn

Spirit Summon

* **I - Level 2;** **(4 Water):** Place Frost Spirit I in your Zone **(4 Fire):** Place Flame Spirit I in your Zone
* **II - Level 4;** **(4 Water):** Place Frost Spirit II in your Zone **(4 Fire):** Place Flame Spirit II in your Zone

## **Set Item Skills**

Shadowbane

* Minor Power: When the Shaman would gain (Mana), they may instead add 1 (Mana) to this slot. This mana counts as any element
* Greater Power: When the Shaman would gain (Mana), they may instead add 1 (Mana) to a slot. This mana counts as any 2 elements

Hellfire

Darkbringer

## **Shamans in Massive Darkness 2: Hellscape**

* Irk
* Cassiel