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This is the general progression and mechanics guide for the Shaman class introduced by the Orchid Mod. This guide will go in depth into the inner workings of the class and how to create an effective build. This guide assumes that you are also using the Thorium Mod, as the Shaman class gains access to numerous more items while both mods are enabled.

Class Background[ | ]

The Shaman class is a unique variation on the traditional mage class found within the base game. It has its own specific damage type called shamanic damage. Additionally, shaman weapons are generally low to mid-range, encouraging a more aggressive playstyle compared to its ranged counterparts.

The most distinguishing feature of the Shaman class, however, is its Empowerments. Upon hitting an enemy with a specific shaman weapon, the player will increase certain stats in damage, defense, critical strike chance, life regeneration, and movement speed, based on the weapon used. By default, there are 5 levels of intensity for the boosts, but certain equipment may increase it to further levels of intensity. In addition to increasing the player's stats, the empowerments are also used to augment certain weapons and trigger certain effects from armor set bonuses and accessories. For example, the Bulb Scepter will fire one additional projectile for each empowerment the player has active on use, and the Spectral Skull causes critical strikes to release a homing lost soul, as long as the player has at least one level of critical strike chance active.

Finally, a Shaman may decide to utilize Orbs provided by certain shamanic weapons. They are gained upon hitting enemies with the weapon, sometimes with added criteria, and linger around the player. After the player obtains a given maximum number of orbs, the next hit against enemies will cause the orbs to disappear for a special effect, such as granting a buff, or restoring health.

An effective Shaman will be able to maintain the up-time of their empowerments in order to maximize damage.

Progression[ | ]

The following is a very simple progression guide for new shamans. Many items lie behind boss and enemy kills, town NPCs, events, and crafting requirements, so your ability to get certain items is made easier or harder by RNG. The list is broken into sections of the game, where prominent or important sets of items become available to a shaman. Note that the Shamanic Empowerment Potion is craftable at the start of the game, though acquiring the materials is quite risky until the player has progressed.

Pre-Boss[ | ]

Shamans have access to a number of items before encountering the first boss of Terraria, the Eye of Cthulhu. This guide assumes you have ventured into the dangerous Jungle.

Shaman
Weapons

Pre-Skeletron[ | ]

Before fighting Skeletron, a number of items are available to the player. This guide assumes you have defeated every previous boss, the Goblin Army, and entered the Aquatic Depths, but not The Underworld. With access to the Dryad's Gift, players are encouraged to begin maintaining up to 3 Shamanic Empowerments at once, especially to utilize powerful effects from weapons like the Feather Scepter and Orchid Scepter. At this point, it is still not recommended to attempt to maintain all 5 empowerment types.

Pre-Wall of Flesh[ | ]

After defeating Skeletron, a couple more shaman weapons are available. This guide assumes you have defeated every boss accessible before the Wall of Flesh and have explored the world thoroughly.

Pre-Mechanical Bosses[ | ]

After defeating the Wall of Flesh, Hardmode begins and shaman gains access to a wide variety of new items. This guide assumes you have defeated all Pre-Hardmode bosses.

Shaman
Weapons

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Pre-Plantera[ | ]

After defeating the three mechanical bosses, more items are made available through the Souls, Hallowed Bars, Strange Plating and the Solar Eclipse.

Attack Scepters Defense Scepters Crit. Strike Scepters Life Regen. Scepters Movement Scepters Armor Accessories
Sanctify
True Depths Baton
True Sanctify
Terra Scepter
Chlorophyte Scepter
Titan Scepter Template:Fargo's Mod/Thorium Item
n/a Light Concentrator
Prime's Laser Template:Fargo's Mod/Thorium Item
Reliquary Candle Template:Fargo's Mod/Thorium Item Hallowed armor
Chlorophyte armor
Titan armor Template:Fargo's Mod/Thorium Item
Prismatic Idol
Shamanic Magnet

Pre-Moon Lord[ | ]

After defeating Plantera, the Jungle Temple, Dungeon, Frost Moon, Pumpkin Moon and their items become available. After defeating the Golem, the Martian Madness event additionally becomes available.

Attack Scepters Defense Scepters Crit. Strike Scepters Life Regen. Scepters Movement Scepters Armor Accessories
Abyss Stormcaller Ice Flake
Abyss Precinct
Reviver of Souls
Ecliptic Flare Template:Fargo's Mod/Thorium Item
Sun Ray
Berserker Wrath Template:Fargo's Mod/Thorium Item
Will of the Lurker Template:Fargo's Mod/Thorium Item
Boom Shroom
Martian Beamer
Terrarium Scepter Template:Fargo's Mod/Thorium Item
Sun Priest armor Sun Priest Cloak
Spectral Skull
Mourning Torch
Fragile Present
Sinister Present

Post-Moon Lord[ | ]

After defeating the Moon Lord, you will have access to The Ragnarök fight, though shaman currently does not gain any new weapons from this fight. This guide assumes you have done everything else in both Terraria and the Thorium Mod.

Attack Scepters Defense Scepters Crit. Strike Scepters Life Regen. Scepters Movement Scepters Armor Accessories
n/a n/a Nirvana The Core Note that abyss armor grants the movement empowerment Abyss armor n/a
Orchid Mod
Orchid Mod/WeaponsWeapons • Orchid Mod/ArmorArmor • Orchid Mod/AccessoriesAccessories • Orchid Mod/ToolsTools • Orchid Mod/PotionsPotions • Orchid Mod/FurnitureFurniture • Orchid Mod/Crafting materialsCrafting materials • Orchid Mod/MiscellaneousMiscellaneous
EnemiesEnemies • Orchid Mod/NPCsNPCs • MechanicsMechanics ( Orchid Mod/BuffsBuffs • Orchid Mod/DebuffsDebuffs )
 
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