Shaman

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Similar to a Cleric, but closer to a tribal witch doctor, the Shaman can be found amongst the more primitive races.
Her primary focus is healing, but she can employ many augmentation and offensive spells as well. - EverQuest manual

Description

The Shaman is one of the most understated classes in Norrath. They are very well rounded offering powerful offense, defense, and buffs.

Shamans can wear two types of plate armours in the world of Norrath. This affords them a high amount of protection, which helps greatly when soloing.

Shamans have two forms of offense. Their most powerful damage lies through the damage over time spells (DOT's). Shamans get two powerful lines of these spells. One poison based, and the other disease based. They can stack these spells to achieve a very efficient damage output. Alternatively they can also use their cold damage based direct damage spells. These are good for adding in a little extra punch, or for fights of short durations.

In terms of defense and debuffs, Shamans have the most powerful Slowing Spells and Resistance debuffs in the game. This greatly reduces the damage output of the enemy and also assists the entire party in succeeding on magical attacks.

Shamans also have the best buffs in the game, able to increase all statistics except for Wisdom and Intelligence by over 50 points at higher levels. This not only makes them highly sought after in groups, but means that the shamans can be a lot more selective in what equipment they choose to wear. They also have spells to increase running speed and attack rate, as well as increasing hitpoints and AC.

Shamans can use almost any one or two handed blunt weapon in the game, and have a limited selection of piercing weapons at their disposal also. Shamans can melee reasonably well with their buffs up, and with a pet at their side are capable of doing some serious damage. Downtime is also minimised with Shamans with both a health regeneration spell, direct healing spells, and a hitpoint to mana conversion spell.

Shamans are the only class which can do Alchemy, a trade skill which can help in funding the purchase of spells or equipment as your character progresses.

The downside to Shaman's is that they can get very repetitive. With so many awesome buffs at their disposal they are always getting begged for spells. In dungeon raids their main purposes are buffing and debuffing, with very little mana left to actually get into the nitty gritty of the fights. Also most of the Shaman races are evil, and are forced to travel lengthy distances to bank and resupply.

Also in order to be mana efficient Shamans normally have to use Damage Over Time spells. This normally results in kiting or a drawn out process of rooting and DOT'ing. This can be particularly difficult on caster mobs which will still have offensive capability even though rooted.

Shaman's can only charm animals up to mid levels, and they only get a few pet upgrades.

The shaman class is a very enjoyable one to play, particularly for those who enjoy role-playing. It is a very self-sufficient class, which functions excellently both as a soloist or in a group.

Class Titles

Level 1-50 Level 51-54 Level 55-59 Level 60
Shaman Mystic Luminary Oracle

Creation Guide

Picking the Right Race

The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath so it is kind of important you pick one you like. Fortunately there is no truly "bad" Shaman race, so you can't pick wrong.

Races

Barbarians are the only shaman race which is not evil. All the other races are killed on sight in the old world (ie. in almost all non-Kunark/Velious cities, and by guards in nearby zones). Barbarians level the fastest of the races. Barbarians have no night vision, but can wear both medium and large sized armour.

Ogres level slightly slower than the Barbarians, but have the advantage of not being able to be stunned from blows delivered to their front. They can still be stunned if attacked from behind. Ogres also have some basic night vision and very high Strength and Stamina.

Trolls level considerably slower than the Ogre. They have the added bonus of an increased health regeneration rate. This amount increases as their level increases.

Iksar share the same regenerative abilities as trolls, can forage, have an innate AC bonus, but they cannot wear plate armor - including Planar and Kunark sets. Things even out in Velious, but think carefully before choosing an Iksar. Iksar are hated in almost every city, good or evil.

Differentiating Factors

  • Faction: Only Barbarians can travel freely to all good cities in the old world; every other race is killed on sight. Iksar have it even worse, as they are killed on sight everywhere except Cabilis and Velious.
  • Jaundiced Bone Bracer: If you can afford this (roughly 10k) item at level 45 it will help you level significantly faster, as it lets you cast a mana-free direct damage spell. Every Shaman race except Iksar can use this item (Iksar actually can't wear any plate armor before Velious, but the JBB is by far the most relevant plate item).
  • Frontal Stun Immunity: Only Ogres get this racial ability, which prevents them from being stunned by mobs in front of them. This ability is of limited use while leveling up, but can be more useful (though certainly not necessary) for soloing high-end content.
  • Regeneration: Both Trolls and Iksar get faster regeneration than other races. This varies by level, being roughly twice as fast at level 1 and almost three times as fast by level 60. Racial regeneration is particularly useful as a Shaman levels up, but less so at higher levels. Once they acquires the spell Torpor at level 60 regeneration becomes almost completely irrelevant.
  • Iksar Abilities: Iksar get several minor abilities that other races don't, including Forage, additional AC, and a starting Swimming skill of 100. Iksar also get a unique quest line Shaman Skull Quests, but because that line wasn't completed in the classic era it's reward isn't very good.
  • Deity Symbol Quests: All Shaman can complete a quest at low levels to get an item with a right-click effect. The Barbarian Initiate Symbol of the Tribunal is the least useful (it summons a magic hammer which quickly becomes inferior to normal weapons). The Ogre Initiate Symbol of Rallos Zek is also less useful (it casts a level 1 Cleric short duration melee self-buff, Yaulp). Trolls get a choice between Cazic Thule (God) and Innoruuk (God), while Iksar must pick Cazic Thule (and may have a harder time doing the quest because of their faction). The Initiate Symbol of Cazic Thule and Disciple Symbol of Cazic Thule let Cazic Thule Shaman cast low-level fear spells on undead and animals, which can be useful when soloing. Finally there is the (Innoruuk-worshipping) Troll-only Regent Symbol of Innoruuk, which let's the Shaman cast the level 1 Necromancer snare spell Clinging Darkness. Since Shaman never get a snare spell, and since such spells can prevent mobs from running away and getting help from other mobs, this is probably the most useful item.
  • Infravision: All Shaman races except Barbarians get Infravision. However, due to the Project 1999 Titanium client's ability to raise Alphas levels, this is much less of an issue than it was on live.
  • Statistics: Combining the two main Shaman statistics (Stamina and Wisdom) you get: Ogre 204, Troll 184, Barbarian 180, Iksar 165. However, if you plan to reach level 60 and raid, eventually you can acquire gear that lets you reach maximum stat values, so statistics should not be a primary concern for a starting shaman who expects to play that far.
  • Starting Area: Because Kunark (the Iksar home continent) was developed after Antonica (the home continent of the other three races), most players would agree that its zones were better designed and are more friendly to new characters. For instance, the Barbarian starting area has the high-level Vengeful NPCs who kill low level characters, while the Iksar starting zones like Field of Bone don't have such higher-level monsters wandering through low-level areas.
  • Appearance: Arguably this is more important than any of the above factors. Your character's basic appearance will never change, and if you don't like looking at your character it won't matter what in-game benefits their race offers, so be sure to pick a race that you personally are attracted to (for more than just in-game benefits).
  • Bear Form Appearance: When Shaman reach level 55 they get the spell Form of the Great Bear. Barbarians using this spell appear as polar bears, Ogres as grizzly bears, and Trolls and Iksar as black bears.

Starting Statistics

The primary two stats for Shaman are Stamina and Wisdom, and Shaman are highly encouraged to spend their bonus points on these two stats. Reasonable Shaman can disagree about the exact benefit of one vs. the other (and of HP vs. Mana in general).

The remaining stats have marginal benefit to Shaman. Greater Strength allows carrying more weight, greater Charisma saves money on merchant transactions, and Dexterity increases the rate of weapon "procs" (such as the Worker Sledgemallet).

Intelligence is completely worthless to Shaman, and Agility only offers very minor AC increases ... above 75. However, below 75 Agility adds much more significantly to AC, so Ogre Shaman should very likely put at least five bonus points into this stat.

The following table lists the starting stats of each Shaman race. The XP penalty column describes how much additional experience the race requires. For instance, a Barbarian Shaman would require 105% of the experience that a character with no penalty (eg. a Human Cleric) would require to be the same level.

All races get 30 additional stat points at character creation.

Race Str Sta Agi Dex Wis Int Cha Total
Barbarian 103 100 82 70 80 60 60 555
Iksar 70 75 90 85 90 75 60 545
Ogre 130 127 70 70 77 60 42 576
Troll 108 114 83 75 70 52 45 547



Religion

Regardless of their religion, every Shaman race except Barbarian (who must pick The Tribunal as their religion) will be hated by "good" NPCs. Since a shaman's religion won't make him more hated, which one you choose won't matter much. Unfortunately since all evil religion choices are hated, even if you work to improve your "good" factions (by killing enemies of good factions), you will still never be able to trade in many "good" zones because of your race and religion.

Troll Shaman that choose to worship Innoruuk have the benefit of being able to quest for Regent Symbol of Innoruuk which gives them a low level snare effect (slowing a monsters movement speed).


Spells

Spell Name Level Mana Skill Target Type
Burst of Flame 1 4 Evocation Single target
Cure Disease 1 20 Alteration Single target
Dexterous Aura 1 10 Alteration Single target
Endure Cold 1 20 Abjuration Single target
Flash of Light 1 12 Divination Single target
Inner Fire 1 10 Abjuration Single target
Minor Healing 1 10 Alteration Single target
Strengthen 1 10 Alteration Single target
True North 1 5 Divination Self only
Cure Poison 2 20 Alteration Single target
Spirit Pouch 2 40 Conjuration Self only
Summon Drink 2 10 Conjuration Self only
Feet like Cat 3 40 Alteration Single target
Scale Skin 3 25 Abjuration Single target
Fleeting Fury 4 10 Abjuration Single target
Frost Rift 4 19 Evocation Single target
Sicken 4 12 Conjuration Single target
Drowsy 5 20 Alteration Single target
Endure Fire 5 20 Abjuration Single target
Gate 5 70 Alteration Self only
Serpent Sight 6 30 Divination Single target
Spirit of Bear 6 40 Abjuration Single target
Summon Food 6 10 Conjuration Self only
Cure Blindness 7 20 Alteration Single target
Sense Animals 7 5 Divination Self only
Spirit Sight 7 20 Divination Single target
Endure Disease 8 20 Abjuration Single target
Tainted Breath 8 64 Conjuration Single target
Talisman of the Beast 8 25 Alteration Group teleport
Light Healing 9 28 Alteration Single target
Remove Minor Curse 9 25 Alteration Single target
Spirit of Wolf 9 40 Alteration Single target
Invisibility versus Animals 10 30 Divination Single target
Levitate 10 30 Alteration Single target
Spirit of Snake 10 40 Alteration Single target
Burst of Strength 11 15 Abjuration Single target
Endure Poison 11 20 Abjuration Single target
Turtle Skin 11 50 Abjuration Single target
Disempower 12 45 Alteration Single target
Enduring Breath 12 35 Alteration Single target
Root 12 30 Alteration Single target
Walking Sleep 13 60 Alteration Single target
Bind Affinity 14 0 Alteration Single target
Bind Affinity 14 100 Alteration Single target
Spirit Strike 14 44 Evocation Single target
Infectious Cloud 15 78 Conjuration Area of effect around the target
Shrink 15 50 Alteration Single target
Frenzy 16 35 Abjuration Self only
Grow 16 50 Alteration Single target
Tiny Companion 16 50 Alteration Caster's pet
Insidious Fever 17 30 Conjuration Single target
Vision 17 10 Divination Single target
Malaise 18 60 Alteration Single target
Spirit of Cat 18 60 Alteration Single target
Spirit Strength 18 40 Alteration Single target
Affliction 19 59 Conjuration Single target
Cancel Magic 19 30 Abjuration Single target
Endure Magic 19 40 Abjuration Single target
Healing 19 65 Alteration Single target
Creeping Vision 20 20 Divination Self only
Protect 20 75 Abjuration Single target
Spirit of Cheetah 21 20 Alteration Self only
Spirit of Monkey 21 40 Alteration Single target
Spirit of Ox 21 60 Alteration Single target
Counteract Disease 22 50 Alteration Single target
Poison Storm 22 125 Evocation Area of effect around the target
Scale of Wolf 22 60 Alteration Single target
Cannibalize 23 1 Alteration Self only
Frost Strike 23 78 Evocation Single target
Regeneration 23 100 Alteration Single target
Envenomed Breath 24 181 Conjuration Single target
Remove Lesser Curse 24 75 Alteration Single target
Resist Cold 24 50 Abjuration Single target
A Little Luck 25 0 Alteration Self only
Befriend Animal 25 70 Alteration Animal
Form of the Bear 25 100 Alteration Self only
Lizard Liver 25 0 Alteration Self only
Rising Dexterity 25 60 Alteration Single target
Counteract Poison 26 50 Alteration Single target
Quickness 26 80 Alteration Single target
Ultravision 26 55 Divination Single target
Invisibility 27 30 Divination Single target
Resist Fire 27 50 Abjuration Single target
Tagar's Insects 27 125 Alteration Single target
Alluring Aura 28 60 Alteration Single target
Raging Strength 28 60 Alteration Single target
Greater Healing 29 115 Alteration Single target
Imbue Amber 29 200 Alteration Self only
Imbue Diamond 29 200 Alteration Self only
Imbue Ivory 29 225 Alteration Self only
Imbue Jade 29 200 Alteration Self only
Imbue Sapphire 29 200 Alteration Self only
Listless Power 29 90 Alteration Single target
Mass Imbue Amber 29 600 Alteration Self only
Mass Imbue Diamond 29 600 Alteration Self only
Mass Imbue Ivory 29 675 Alteration Self only
Mass Imbue Jade 29 600 Alteration Self only
Mass Imbue Sapphire 29 600 Alteration Self only
Spirit of the Shrew 29 80 Alteration Single target
Fury 30 50 Abjuration Self only
Health 30 80 Alteration Single target
Resist Disease 30 50 Abjuration Single target
Nimble 31 80 Alteration Single target
Scourge 31 130 Conjuration Single target
Shifting Shield 31 80 Abjuration Single target
Charm Animals 32 120 Alteration Animal
Companion Spirit 32 350 Conjuration Self only
Malaisement 32 100 Alteration Single target
Talisman of Quickness 32 335 Alteration Group
Talisman of Tnarg 32 125 Alteration Single target
Instill 33 60 Alteration Single target
Winter's Roar 33 116 Evocation Single target
Curse 34 221 Alteration Single target
Pack Shrew 34 320 Alteration Group teleport
Shock of the Tainted 34 131 Conjuration Single target
Resist Poison 35 50 Abjuration Single target
Tumultuous Strength 35 150 Alteration Group
Assiduous Vision 36 50 Divination Single target
Gale of Poison 36 200 Evocation Area of effect around the target
Glamour 37 80 Alteration Single target
Venom of the Snake 37 172 Conjuration Single target
Vigilant Spirit 37 400 Conjuration Self only
Cannibalize II 38 1 Alteration Self only
Insidious Malady 38 60 Conjuration Single target
Remove Curse 38 75 Alteration Single target
Togor's Insects 38 175 Alteration Single target
Blinding Luminance 39 50 Divination Single target
Chloroplast 39 200 Alteration Single target
Deftness 39 80 Alteration Single target
Furious Strength 39 80 Alteration Single target
Spirit Salve 39 151 Alteration Single target
Summon Companion 40 50 Conjuration Self only
Talisman of Altuna 40 250 Alteration Single target
Agility 41 100 Alteration Single target
Guardian Spirit 41 450 Conjuration Self only
Incapacitate 41 150 Alteration Single target
Alacrity 42 115 Alteration Single target
Blast of Poison 42 167 Conjuration Single target
Guardian 42 150 Abjuration Single target
Odium 43 260 Conjuration Single target
Resist Magic 43 85 Abjuration Single target
Stamina 43 100 Alteration Single target
Blizzard Blast 44 147 Evocation Single target
Nullify Magic 44 50 Abjuration Single target
Spirit of Bih`Li 44 120 Alteration Group
Stoicism 44 180 Alteration Single target
Frenzied Spirit 45 500 Conjuration Self only
Rage 45 100 Abjuration Self only
Strength 46 100 Alteration Single target
Charisma 47 100 Alteration Single target
Shock of Venom 47 227 Conjuration Single target
Abolish Disease 48 100 Alteration Single target
Dexterity 48 100 Alteration Single target
Malosi 48 175 Alteration Single target
Talisman of Alacrity 48 465 Alteration Group
Envenomed Bolt 49 202 Conjuration Single target
Harnessing of Spirit 49 425 Alteration Single target
Infusion of Spirit 49 200 Alteration Single target
Kragg's Salve 49 206 Alteration Single target
Plague 49 172 Conjuration Single target
Spirit Quickening 50 50 Alteration Caster's pet
Talisman of Jasinth 50 150 Abjuration Group
Everlasting Breath 51 55 Alteration Single target
Immobilize 51 80 Alteration Single target
Levitation 51 60 Alteration Single target
Superior Healing 51 185 Alteration Single target
Turgur's Insects 51 250 Alteration Single target
Blood of Nadox 52 300 Alteration Group teleport
Disinfecting Aura 52 100 Alteration Single target
Eradicate Disease 52 250 Alteration Single target
Insidious Decay 52 100 Conjuration Single target
Primal Essence 52 100 Alteration Single target
Regrowth 52 300 Alteration Single target
Spirit of Scale 52 150 Alteration Group
Cripple 53 225 Alteration Single target
Deliriously Nimble 53 150 Alteration Single target
Talisman of Shadoo 53 150 Abjuration Group
Anathema 54 320 Conjuration Single target
Blast of Venom 54 289 Conjuration Single target
Cannibalize III 54 1 Alteration Self only
Eradicate Curse 54 400 Alteration Single target
Ice Strike 54 198 Evocation Single target
Plague of Insects 54 250 Conjuration Single target
Remove Greater Curse 54 100 Alteration Single target
Riotous Health 54 150 Alteration Single target
Shroud of the Spirits 54 200 Abjuration Single target
Annul Magic 55 75 Abjuration Single target
Chloroblast 55 331 Alteration Single target
Form of the Great Bear 55 135 Alteration Self only
Idol of Malo 55 140 Conjuration Self only
Spirit of the Howler 55 650 Conjuration Self only
Talisman of Kragg 55 375 Alteration Single target
Torrent of Poison 55 380 Evocation Area of effect around the target
Acumen 56 75 Divination Single target
Bane of Nife 56 493 Conjuration Single target
Celerity 56 185 Alteration Single target
Eradicate Poison 56 250 Alteration Single target
Paralyzing Earth 56 100 Alteration Single target
Regrowth of Dar Khura 56 600 Alteration Group
Malosini 57 200 Alteration Single target
Maniacal Strength 57 150 Alteration Single target
Talisman of the Brute 57 350 Alteration Group
Talisman of the Cat 57 350 Alteration Group
Acumen of Dar Khura 58 210 Divination Group
Cannibalize IV 58 1 Alteration Self only
Kragg's Mending 58 400 Alteration Single target
Mortal Deftness 58 150 Alteration Single target
Talisman of Epuration 58 400 Abjuration Group
Talisman of the Rhino 58 350 Alteration Group
Talisman of the Serpent 58 350 Alteration Group
Tigir's Insects 58 350 Alteration Area of effect around the target
Incarnate Anew 59 700 Alteration Target's corpse
Pox of Bertoxxulous 59 321 Conjuration Single target
Talisman of the Raptor 59 350 Alteration Group
Unfailing Reverence 59 150 Alteration Single target
Voice of the Berserker 59 1 Abjuration Self only
Ancient: Feral Avatar 60 325 Alteration Single target
Ancient: Scourge of Nife 60 440 Conjuration Single target
Avatar 60 325 Alteration Single target
Focus of Spirit 60 500 Alteration Single target
Group Primal Essence 60 100 Alteration Group
Khura's Focusing 60 1250 Alteration Group
Malo 60 350 Alteration Single target
Primal Avatar 60 325 Alteration Single target
Talisman of Celerity 60 750 Alteration Group
Torpor 60 200 Alteration Single target