Instead of becoming Healers like their more sedentary cousins, Seers from the more tribal Kobolds and Trolls become Shaman, and gain many more offensive powers compared to their more peaceful counterparts. While curing poisons, disease, and wounds are a part of healing, as part of the earthen magics granted by Ymir the Shaman learns to cause these magically as well.
Even when alone a Shaman is very powerful. By inflicting poisons and diseases on his enemies, the Shaman slowly drains their life away even while simultaneously swinging his weapon. After a battle, it takes a few moments to recuperate, with the aid of their healing abilities, and a Shaman is as dangerous as he was before battle.
With any healing profession in high demand for groups, the Shaman proves to be no exception. As does the Healer, a Shaman has the ability to augment his realm-mates abilities, and combined with his offensive enchantments and powerful regeneration ability makes a very good member of any group - even those with Healers.
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