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Monsters and Memories Shaman Guide

Class Guide · Updated for patch 0.30 (Early Access) · September 2026

How to build, level and play a Shaman in Monsters and Memories — race and trait picks, slows and debuffs, the full spirit-magic toolkit, group and solo tactics, a leveling path and gear to chase.

01The Shaman at a Glance

The Shaman is the spirit caller of Monsters and Memories — a chain-armored healer who makes everyone around them stronger and every enemy weaker. You slow the mob hitting your tank, strip its resistances, keep the whole group topped up with heals over time, and hand out the strongest physical buffs in the game.

The developers sum up the Shaman in one line: "They make everyone around them better at their job and break down opponents to limit their danger, all while keeping their party topped up with health." You won't land the biggest single heals, and you won't top the damage meter — but your slow, your buffs and your debuffs change how every fight goes.

RoleHealer, debuffer & support
ArmorChainBlunt and piercing weapons
Key statsWIS & STAWIS for heals and mana
SoloModerateSlow, DoTs and regen
Group demandHighYour slow is prized
DifficultyModerate

Strengths

The signature melee slow (Omen of Lethargy line) · the strongest physical buff suite in the game, including attack-speed haste · stat and resistance debuffs that make everyone's damage land harder · efficient heals over time for one target or the whole party · Consume turns health into mana · chain armor and a party escape spell.

Weaknesses

Healing is steady rather than bursty — big spikes are hard to catch up on · modest damage, mostly over time · no combat pet since the rework · several key spells come from research rather than vendors · lots of buffs to keep up, which costs mana.

Updated for patch 0.30 (Early Access build)
The Shaman deep dive went live with Beta Update 0.28 (August 20, 2026) and carries into the 0.30.0.0 Early Access build. Shamans were re-themed around the spirit realm instead of nature and cold magic. The biggest changes: new heals Pact of Renewal, Rite of Mending and the researched Communion of Regeneration; damage rebuilt into Ghostly Blight, Malady and Spirit Bane, with DoTs now stacking between Shamans; debuffs renamed to Omens (Omen of Susceptibility now lowers Disease, Holy and Magic resist); Haste renamed Pact of Haste; Consume got a 45-second cooldown; and the new Ritual of Escape. Removed: Spirit Wolf and Summon Companion pets, Spiritual Armor, Flameburst, Invisibility versus Beasts, Electric and Poison Protection, and Cure Blindness. Spells marked 0.30 are new or renamed.

02Is the Shaman Right for You?

You’ll love it if…

You like making the whole group better rather than being the star; you enjoy debuffing a dangerous mob until it's harmless; you want to heal without being tied to the tank's health bar every second; you like a class that can melee a little and solo a little; you like the spirit-talker fantasy.

You might not if…

You want a pet; you want huge burst heals for emergencies; you want to deal most of your group's damage; you find keeping many buffs running tedious; you'd rather not do spell research for some of your best spells.

For a new player the Shaman is a comfortable first healer. Heals over time are forgiving — you cast them before trouble instead of reacting in a panic — and chain armor gives you room for mistakes. The skill to learn is timing: slow the mob early, keep your heals over time rolling, and use Consume at the right moments. The slows, debuffs and mana section covers it.

03Choosing Your Race

Five races can be Shamans at Early Access. Your class adds +1 STR, +2 STA, +1 DEX and +4 WIS to your race's base stats, and you get 10 bonus points to spend at creation. Starting values before bonus points:

Race STR STA WIS Starts in Why pick it
Wood Elf 15 16 21 Faelindral, Night Harbor The highest Wisdom of the five, plus the best Agility. Hide is a strong escape tool when soloing.
Human 17 19 20 Night Harbor, Underdocks Good Wisdom and Stamina and an easy city start. Tenacity protects you from mesmerize, so your heals keep flowing.
Goblin 16 17 20 Underdocks Good Wisdom and the best Dexterity. Bribe can reset a bad situation.
Ogre 21 21 19 Night Harbor, Underdocks The toughest Shaman by far. Ogre Smash stuns nearby enemies. Big bodies struggle in tight spaces, and Ogres are Kill-on-Sight in Evershade Weald.
Deep Gnome 15 17 18 Underdocks The lowest Wisdom, but Ultravision for the dark Underdocks. Kill-on-Sight to everyone in Ail'Vorith.

Spending your 10 bonus points

Wisdom is the Shaman's main attribute: it drives your healing and your mana pool. Stamina comes second — more health and a little stun resistance, and more health means more room to Consume. A point of Dexterity helps hit rate and proc chances if you have anything left.

  • Wood Elf: +7 WIS / +3 STA.
  • Human: +7 WIS / +2 STA / +1 DEX.
  • Goblin: +6 WIS / +4 STA.
  • Ogre: +8 WIS / +2 DEX — you already have plenty of Stamina.
  • Deep Gnome: put most points into WIS to catch up, and the rest into STA.

Trolls and Var'nai are listed as Shaman races on the official site but aren't playable at Early Access.

04Recommended Traits

You pick one trait from each of four categories at creation (see the New Player Guide for the full lists). For a Shaman:

Category Best pick Why Alternatives
Major Combat Wise +10 WIS passive — more healing and more mana. The active (+10% WIS for 12s) is a small boost in a long fight. Tough (+10 STA; more health means more room to Consume), Magic Resistant (resist enemy mezzes and stuns)
Minor Combat Alterer Almost your whole book is Alteration: heals, heals over time, slows, Omens, buffs, haste, Consume, Root. +10 skill and faster skill-ups mean fewer resisted slows early. Conjurer (Malady and Ghostly Blight damage over time), Channeler (fewer interrupted heals), Shieldman (Block and a free buckler)
Major Non-Combat Infravision / Ultravision Nights and dungeons are extremely dark. Deep Gnomes should take Ultravision; Wood Elves, Goblins and Ogres take Infravision. Readiness — a cantrip slot from level 1, so a heal survives a death
Minor Non-Combat Bookworm A free extra spellbook. Your spellbook stays on your corpse when you die, so a spare with Gate and your heals is valuable. Alchemist (a fitting craft for a spirit-talker), Medicine, Forager, any gathering trait for money
Humans can’t take night vision
If you're a Human, take Readiness instead and carry a light source. Put a heal in your cantrip slot so you respawn able to look after yourself.

05Getting Started

Your starter quest

Every Shaman begins with a class starter quest that teaches the basics and hands out your first gear. For the full step-by-step walkthrough, with every NPC, location and reward, see our Shaman Starter Quest Guide. Individual quest pages: Shaman Starter Quest (Faelindral) · Shaman Starter Quest (Night Harbor).

Where to buy spells

  • Guildmasters: Errol Shrewtender in Night Harbor and Varilis Thornvine in Faelindral are your starting trainers; ask them or a guard for the Shaman spell vendor.
  • Underdocks starts (Goblins, Ogres, Deep Gnomes): ask a guard for the Shaman trainer, and check our Underdocks page.
  • Research spells: Tribal Spirit (the group version of Berserker Spirit), Communion of Regeneration and higher Tribal ranks come from spell research, not vendors. Tribal Spirit needs a Ritual Talisman reagent.
Buy these first
Budget is tight at level 1. In order: Minor Spirit Mending, Berserker Spirit for your group, then Spirit Bane. At level 4, Omen of Lethargy is the most important purchase you’ll make, followed by Lesser Spirit Mending, Malady and Ancestral Wisdom. At 8, Pact of Haste and Spirit Mending; at 12, Consume and Pact of Renewal.

06Your Toolkit

Shaman spells come in lines: you learn a spell, then buy (or research) stronger versions every few levels. Levels shown are when the first version (and each upgrade) becomes available.

Line Starts Progression What it’s for
Slow0.30 4 Omen of Lethargy (10%) → Greater Omen 16 (20%) → Hex of Lethargy 32 (30%) → Greater Hex 48 → Curse of Lethargy 60 Cuts an enemy's attack speed. "Your signature slow, and often the most useful thing you'll do in a hard fight."
Stat debuff0.30 12 Omen of Enfeeblement → Greater 24 → Hex 36 → Greater Hex 48 → Curse 60 Lowers the target's STR, DEX and AGI — less damage, fewer dodges.
Resist debuff0.30 16 Omen of Susceptibility → Greater 24 → Hex 36 → Greater Hex 48 → Curse 60 Lowers Disease, Holy and Magic resistance so your DoTs (and other casters' spells) land harder.
Direct heal 1 Minor Spirit Mending → Lesser 4 → Spirit Mending 8 → Greater 20 → Exceptional 32 → Sublime 44 → Transcendent 56 Your fast single-target heal. More ranks were added at higher levels in the rework.
Heal over time0.30 12 Pact of Renewal → Greater 20 → Pact of Restoration 28 → Greater 36 → Pact of Revival 44 → Greater 52 Steady healing on one target for 24 seconds. Cast it before damage arrives.
Group heal0.30 20 Lesser Rite of Mending → Rite of Mending 28 → Greater 36 → Ritual of Mending 48 → Greater 60 Heals your whole party over time. Longer cooldown — save it for hard fights.
Regeneration 8 Minor Regeneration → Lesser 20 → Regeneration 32 → Greater 44; Communion (party, research) from 8 Long health regeneration that keeps working between fights.
Physical buffs 1 Berserker Spirit → Berserker Rage 16 → Fury 32 → Frenzy 44; Tribal Spirit (group, research) → Tribal Rage 16 → Tribal Fury 32 STR, STA, DEX and AGI for your allies. The strongest physical buff suite in the game.
Haste0.30 8 Pact of Haste (10–15%) → Greater Pact 16 (20–25%) → Rite of Haste 32 (30–35%) → Greater Rite 48 Melee attack speed for allies. Renamed from Haste.
Self buff0.30 4 Ancestral Wisdom → II 16 → III 28 → IV 40 → V 52; Aspect of the Bear 28 WIS, health regeneration, See Invisible and Sense Magic. Aspect of the Bear gives the same stats in bear form — a Shaman quest reward at Early Access.
Mana0.30 12 Consume → II 24 → III 36 → IV 48 Trades your health for mana (for example 98 health for 48 mana at first rank). Now has a 45-second cooldown.
Damage over time0.30 4 Malady → Greater 8 → Sickness 16 → Greater 24 → Plague 32 → Greater 40 → Pestilence 48; Ghostly Blight 12 → Greater 16 → Ghostly Miasma 24 → Greater 32 → Contagion 40 Disease and magic damage over time. DoTs from different Shamans now stack.
Direct damage0.30 1 Spirit Bane → II 4 → III 8 → Spirit Blight 20 → II 32 → III 44 Magic damage. Rebuilt from the old frost spells.
Control 12 Root 12, Blind 16, Lurching Impairment 24 Root holds a target 30s; Lurching Impairment knocks back and immobilizes one target.
Cures and dispels 8 Purge 8, Cure Disease 12, Dispel Magic 12, Cure Poison 16, Curing Ritual 24 Remove harmful effects from friends, or strip a buff from an enemy with Purge.
Escape0.30 40 Ritual of Escape Party-wide: clears threat, stops new aggro, grants invisibility and restores health and mana over time. Long cooldown, but it "can save the day when things go wrong."
Utility 1–32 Gate 4, Soulbind 4, Speed of the Wild 8, Invisibility versus Undead 8, Invisibility 16, Shrink 20, Speed of the Pack 32, resist buffs, Summon Food and Drink Travel, stealth, binding and feeding the group. Invisibility now also grants See Invisible.
About spell names and levels
Spell levels come from community data, and the developers didn't publish a complete level list with the 0.30 rework, so a few levels may have shifted. Spells marked 0.30 are new or renamed. If your spell vendor disagrees with this table, trust the vendor — and tell us.

07Spells to Prioritize, Levels 1–28

You won't be able to afford every spell as soon as it unlocks. This is the order that matters most for a new Shaman:

Level Key spells Notes
1 Minor Spirit Mending, Berserker Spirit, Spirit Bane, Polar Align: North Buff your group with Berserker Spirit before every fight.
4 Omen of Lethargy, Lesser Spirit Mending, Malady, Ancestral Wisdom, Gate, Soulbind, Spirit Bane II, Summon Drink The slow is mandatory. Ancestral Wisdom stays on you at all times.
8 Pact of Haste, Spirit Mending, Minor Regeneration, Greater Malady, Purge, Speed of the Wild, Invisibility versus Undead, Summon Food Haste your melee. Speed of the Wild makes you popular.
12 Consume, Pact of Renewal, Omen of Enfeeblement, Ghostly Blight, Root, Cure Disease, Dispel Magic Consume changes your mana game. Pact of Renewal becomes your main tank heal.
16 Greater Omen of Lethargy, Greater Pact of Haste, Berserker Rage, Omen of Susceptibility, Sickness, Ancestral Wisdom II, Invisibility, Cure Poison Doubling your slow to 20% is the biggest upgrade of the level.
20 Lesser Rite of Mending, Greater Pact of Renewal, Greater Spirit Mending, Lesser Regeneration, Spirit Blight, Shrink Your first party heal.
24 Consume II, Curing Ritual, Greater Omen of Enfeeblement and Susceptibility, Ghostly Miasma, Greater Sickness, Lurching Impairment Keep all three Omens upgraded.
28 Pact of Restoration, Rite of Mending, Ancestral Wisdom III, Greater Purge Upgrade heals before damage.

Past level 28, the pattern continues: slow first (Hex of Lethargy at 32), then haste and heals, then the other Omens, then damage. Research Tribal and Communion spells when you can.

08Playing in a Group

A good Shaman is the reason a group's tank takes half the damage it should and its melee hit twice as hard.

Before the pull

  • Buff everyone: the Berserker line (or Tribal once researched) on the group, Pact of Haste on melee, Regeneration on the tank and yourself, and Ancestral Wisdom on you.
  • Agree who heals what. With a Cleric in the group, you're often the slower and secondary healer; without one, you're the main healer.
  • Soulbind the group near the camp.

During the fight

  1. Slow the kill targetAs soon as the tank has aggro, land Omen of Lethargy. Slowing the mob is often worth more than any heal you could cast. If it's resisted, cast it again right away.
  2. Keep a heal over time rollingPut Pact of Renewal on the tank early and refresh it as it ends. Use Spirit Mending for quick top-ups.
  3. Debuff big fightsOn named mobs, add Omen of Enfeeblement to cut its damage and Omen of Susceptibility so your DoTs and other casters' spells land harder.
  4. Add damage when it's safeMalady and Ghostly Blight tick away while you watch health bars. Don't let damage cost you the mana you need for heals.
  5. Consume and recoverUse Consume when you're low on mana and healthy — then put a heal over time on yourself. Save Rite of Mending for when the whole party is taking damage.
Slow first, then heal
New Shamans often spend their opening seconds healing. A slowed mob hits less often, so every heal after that goes further. Land the slow first, every pull, and announce it: "Slowed."

09Soloing as a Shaman

Shamans can solo well with patience. Your slow, damage over time and self-healing let you wear down targets that would beat other healers.

  • Slow, DoT, melee: Omen of Lethargy on the target, Malady and Ghostly Blight, then melee with your blunt or piercing weapon while the DoTs tick. Top yourself up with a heal over time.
  • Buff yourself fully: Berserker Spirit, Pact of Haste and Ancestral Wisdom all make your melee better.
  • Weaken tough mobs: Omen of Enfeeblement cuts the damage a strong target deals to you.
  • Root and step back if a fight turns: Root (12) or Lurching Impairment (24) buys time for DoTs to finish the job.
  • Manage mana with Consume between fights, then sit to recover health — Meditation (from 4) only works while sitting, and a campfire speeds regeneration and builds Rested experience.
  • No pet since 0.30: Spirit Wolf was removed, so you're soloing on your own buffs and debuffs.
Solo safety plan
Keep Gate memorized, and never Consume below half health in a fight. Invisibility (from 16) lets you slip away from the living, and from level 40 Ritual of Escape clears threat and hides you and your group.

10Leveling Path

A suggested route for a Shaman. You can solo early spots comfortably, but you'll level fastest in groups, where your slow and buffs are in demand.

Levels Where Why it’s good for Shamans
1–5 Faelindral lift and Evershade Weald outskirts Starting grounds for Wood Elves: rats, bats, wasps and spiders. Do the Preservers quest. (Ogres are Kill-on-Sight here.)
1–5 Night Harbor newbie yards Rats, bats, snakes, spiders and skeletons near the gates. Do Errol Shrewtender's quest.
1–6 Underdocks newbie yard and Deepcut Bandit Camp The start for Goblins, Ogres and Deep Gnomes. The Deepcut camp (5–6) ties into the bounty quests.
3–11 Tomb of the Last Wyrmsbane The best early group dungeon. Your slow and haste make every pull easier.
4–9 Evershade Weald scout paths Wolves and orc scouts. Mossbound Aelurath drops the Heartwood Circlet of the Warden.
7–12 Underdocks Wererat Warrens Wererats spread disease — Cure Disease at 12 earns its keep.
8–14 Infested Crypt Easy solo pulls near the door, then spider broods deeper in.
10–15 Tel Ekir Ashira camps. Font Seeress Jumana drops the Shawl of the Font Seeress; an ashira alchemist drops the Alchemist’s Mail Hood.
18–27 Fallen Pass, Keeper’s Bight Dense group camps, and several Wisdom chain drops.

See Where to Level in the New Player Guide for more spots, and each zone page for maps and named mobs.

11Gear to Look For

Wear chain and stack Wisdom first, then Stamina and mana. Stamina matters a little more for you than for other healers: more health keeps you alive in melee and gives you more room to Consume. A blunt or piercing weapon with Wisdom on it, or a Wisdom off-hand item, beats a pure damage weapon unless you solo a lot.

Early gear (roughly levels 1–16)

Item Slot Stats Where
Awakened Spirit Pouch Bag STR +3, STA +3, WIS +3, HP +10, Mana +10 Shaman starter quest, Night Harbor
Heartwood Circlet of the Warden Head AC 5, STA +3, WIS +6, HP +8, Mana +8 Mossbound Aelurath, Evershade Weald
Ward of Wisdom Secondary AC 10, STR +2, STA +2, WIS +6, HP +10, Mana +10 Aide Aida, Night Harbor
Amulet of Wisdom Neck WIS +4, Mana +20 Aide Aida, Night Harbor
Interrogator’s Hood Head AC 11, WIS +6 Darius Brask, Night Harbor
Ironhide Bracer Wrist AC 14, WIS +4, Mana +30 A pale lieutenant, Night Harbor
Staff of Spores Primary INT +4, WIS +4, Mana +10 'Mushroom Menace' quest, Faelindral
Alchemist’s Mail Hood Head AC 15, STA +1, WIS +6 An ashira alchemist, Tel Ekir
Tanner’s Mailshirt Chest AC 21, STA +3, WIS +3 Tanner Daba, Tel Ekir
Shawl of the Font Seeress Shoulders AC 11, STA +1, WIS +6, Mana +5 Font Seeress Jumana, Tel Ekir
Maul of the Wise Primary WIS +8, Mana +20, DMG 11/37 Najm the Mirage, Tel Ekir
Mindmesh Mail Chest AC 34, WIS +5, Mana +25 Mercenary Lord Hrrush, Sungreet Strand

Upgrades for later

Item Slot Stats Where
Stillbrook Coif Head AC 24, STA +5, WIS +8 Edric Torvald, Fallen Pass
Chainfall Gauntlets Hands AC 30, STA +7, WIS +6 Fallen Pass
Zirat’s Blackwire Cuff Wrist AC 26, STA +4, WIS +7, Mana +10 Blightcaller Zirat, Fallen Pass
Boulderstride Chain Greaves Legs AC 37, STA +6, WIS +7, HP +5 Brukk Goldgut, Keeper’s Bight
Prayer Beads of the Leper Saint Neck INT +8, WIS +8, Mana +35 Namon Ka Har, Fallen Pass
Amethystine Serpent Mace Primary STA +4, WIS +10, HP +5, Mana +15, DMG 22/35 High Wyrmseer Valthrun, Glass Flats
Driftwood Crown Head AC 19, STA +4, WIS +10, HP +20, Mana +15 Khal’baar The Growler, Vale of Zintar
Heart of the Bloated Deep Ring AC 6, STA +8, WIS +8, HP +40, Mana +30 Thalassor, Blacktide Bay sea caves
Crown of the Drowned Warlord Head AC 13, STA +20, WIS +18, HP +22, Mana +20 Yaltoth, the Drowned Warlord, Grimtide Sanctum

Stats from our item database. Item levels aren't published, so "early" is based on where they drop. Browse the database for more Wisdom chain.

12Slows, Debuffs and Mana

  • Your slow comes first. Omen of Lethargy and its upgrades are the Shaman's signature. Keep the upgrade current — it's the single biggest improvement to your group at 16, 32 and 48.
  • Stack the Omens on hard fights. Enfeeblement lowers the mob's damage; Susceptibility makes your DoTs and other casters' spells land harder. On trash, the slow alone is usually enough.
  • Use Consume wisely. It trades health for mana and now has a 45-second cooldown. Cast it when you're safe and healthy, then heal yourself over time — that's cheaper mana than sitting.
  • Sit between pulls. Meditation (from level 4) only boosts mana regeneration while you're sitting.
  • Lean on heals over time. Pacts and Regeneration are more mana-efficient than catching up with direct heals after the damage has landed.
  • Buff once, for the group. Research Tribal Spirit and Communion of Regeneration to replace a round of single-target casts.

13Common Shaman Mistakes

  • Healing before slowing. Land the slow first; every heal afterward goes further.
  • Letting the slow drop. Watch its duration on long fights and refresh it.
  • Consuming in combat at low health. One hit later, you're dead with a full mana bar.
  • Forgetting haste. Pact of Haste on your melee is a huge damage boost for the group.
  • Buying every damage spell. Your money goes further on slows, heals and buffs.
  • Not binding your group. Soulbind everyone near the hunting spot so deaths don't mean a long run.

14Shaman FAQ

Is the Shaman good for new players?

Yes. Heals over time are forgiving, chain armor helps you survive mistakes, and your slow is simple but powerful. You'll be welcome in almost any group.

What’s the most important Shaman stat?

Wisdom, for healing and mana. Stamina is second — more health keeps you alive and gives you more room to Consume.

Do Shamans still have a pet?

No. Spirit Wolf and Summon Companion were removed in the rework; the developers said spreading pets across so many classes blurred the differences between them.

Can a Shaman solo?

Yes, with patience. Slow the target, apply your damage over time, melee, and heal yourself over time. It's slower than a pet class but very safe.

What’s the best race for a Shaman?

Wood Elf for the highest Wisdom, Human for an easy start and mesmerize protection, or Ogre if you want to be very hard to kill.

Do Shamans get cantrips?

Yes — Shamans are a true caster class and get their first cantrip slot at level 4. A heal is a good choice so it survives a death.

Sources. The official Shaman Deep Dive, Shaman class page, Shaman & Inquisitor deep dive announcement; and storiesofmnm.com’s class, quest, zone and item pages. New to the game? Start with the New Player Guide. See also the Shaman class page.
Guide Type
Class Guide
Last Updated Patch
0.30 (Early Access)

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