EQL class reference
Shaman Class Guide
Shaman EverQuest Legends class guide with role ratings, stat focus, suggested races, spells, and build planner links. With the exception of the Iksar,.
Role and Stats
With the exception of the Iksar, Shamans can wear two types of plate armours in the world of Norrath. Iksars can't since it chafes their scales, and must resort to chain mail or the special Iksar armours they have crafted over time. 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 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 in 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 weapons 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 minimized with Shamans with both a health regeneration spell, direct healing spells, and a hitpoint to mana conversion spell. Shamans are the only class that can do Alchemy, a trade skill that can help in funding the purchase of spells or equipment as your character progresses. The downside to Shamans is that they can get 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 little mana left for damage. Most of the Shaman races are evil, which can make banking and resupplying cumbersome. In order to be mana efficient Shamans normally use Damage Over Time spells. This normally results in kiting or a drawn-out process of rooting and DOT'ing. These strategies are ineffective against caster mobs which have offensive capability even while rooted. Shamans can only charm animals up to mid-levels, and they only get a few pet upgrades. The shaman class is an enjoyable one to play, particularly for those who enjoy role-playing. It is a self-sufficient class, which functions excellently both as a soloist or in a group.
- STR +0
- STA +10
- AGI +0
- DEX +0
- WIS +15
- INT +0
- CHA +5
Primary stat: WIS
Suggested races: Barbarian, Froglok, Iksar, Ogre, Troll
Early and Notable Spells
- Burst of Flame - level 1 Creates a ball of fire that burns your target, doing between 3 and 5 damage.
- Cure Disease - level 1 Cleanses your target's immune system, curing minor diseases.
- Dexterous Aura - level 1 Increases your target's dexterity for 27 min.
- Endure Cold - level 1 Surrounds your target with an aura of protection, warding away cold for 27 min.
- Flash of Light - level 1 Creates a bright flash of light, temporarily blinding your target.
- Inner Fire - level 1 Increases your target's inner strength, providing increased hit points and armor class for 27 min.
- Minor Healing - level 1 Mends minor wounds, healing 12 to 20 hit points.
- Strengthen - level 1 Increases your target's strength for 27 min.
- True North - level 1 Provides a magical sense of direction, changing your heading to point directly North.
- Cure Poison - level 2 Removes toxin from your target's system, curing them of minor poisons.
- Spirit Pouch - level 2 Conjures a spirit pouch that allows you to carry heavy loads unhindered. The pouch and all of its contents will be.
- Summon Drink - level 2 Focuses mana into a globe of pure drinking water.
- Feet like Cat - level 3 Infuses your target with a feline spirit, increasing their agility for 36 min.
- Scale Skin - level 3 Causes your target to grow hard scales around their body, increasing their armor class for 27 min. Consumes Snake.
- Fleeting Fury - level 4 Fills your target with a fleeting fury, increasing their strength, dexterity, and armor class for 18s.
- Frost Rift - level 4 Creates a rift of bitter cold, causing between 12 and 15 damage to your target. 1.0 DPM.
- Sicken - level 4 Sickens your target with a fever, causing 8 damage initially and 1 to 11 damage every six seconds for 1 min 24s.
- Drowsy - level 5 Inflicts your target with a drowsy fever, slowing their attack rate for 3 min 30s.