Shaman have damage-over-time spells, a.k.a. Up until lvl 4 you will get a full refresh of water and food when you get killed. Not only does Strength affect how much damage a character does with melee attacks, it also affects how much weight a character can have before becoming encumbered (as encumbrance increases, so too will a penalty to a character's AC, Agility, movespeed, and finally ability to jump). Aside from the level 1 burst of flame, all shaman DD spells are all based on cold, so they aren't too effective in Permafrost and some other zones. Oh, and good luck getting these items, as they are off some of the rarest spawns in the game as well! Also, wisdom and intelligence are the only 2 stats that a shaman can't buff with spells(enchanters can buff wisdom in a minor sense). As a barbarian it took me awhile to figure out that my level 5 and 9 DOT spells (along with all the higher level ones I believe) were sold in Everfrost Peaks by a merchant standing atop a ruined temple on the tundra. Trolls have better combat-specific stats than ogres do with higher dexterity and much higher agility. Spirit Pouch - Summons a bag that decreases the weight of all items in in. Pets - YES! You can start making good money by hanging out in high level areas and /auctioning off SoW to high level characters. Even better is the simple fact that now you can outrun most NPCs, and suddenly life outdoors is practically safe again. At lvl 9 you finally get SoW. Also make sure you have summon food and water and light healing. This guide written by GreyWeasel and updated by Rimbuk Da'Hammie. People who have received a call in this fashion may still later receive an experience-restoring ressurection later. DoT, more powerful than that of a druid, but less powerful than that of a necromancer. Recent changes have allowed the shaman to use many more piercing weapons than before, but it should not be your primary melee skill. As dps you can cast Damage over time and direct damage casts that are based on magic, desease and poison. A brutal line of crippling spells can slow a monster's attacks, hamper their resistance to spells, and lower their physical prowess. (EDIT: This also appears to be false; a recent patch changed sewing kits to have 3.0 pound weight, so their only advantage over backpacks is the fact that they hold Giant-sized items). If you'd like to see every single zone in the game that I have a guide for, head over to my Everquest Index Page. While one or two points is not significant, 25 wisdom will equal 250 mana, which may just be enough to save you in a tough fight. The first few levels are very easy to advance through. Shamans cannot keep up with wizards or druids in dealing massive damage throughout combat, but they can contribute effectively if it is necessary. Be happy with yourself, you are now a shaman. Druids are better offensive casters than shaman are, and can almost compete with wizards for effectiveness at times. It very simply adds about 30-40% to your running speed. These are zones that give a substansial bonus to experience while adventuring in this zone. In the early levels (1-10) a shaman will be practically as effective as any true melee class. Also learn to time your offensive spells in with your enemy's attacks. Slam only does one point of damage, and never increases. This is not much of a big deal since you have a fairly low skill cap. Secondary Tank/Nuker - You can step in and take a few hits when needed, and casting a few straight DD's or heals is the best taunt in the game. The Broken Mirror Everquest Leveling Guide. The shaman attacks his enemies with diseases and poisons that cause massive damage over time, while using cold and ice magic to inflict damage directly. Added Around level 20 you will notice that your shaman is quickly losing his effectiveness as a melee fighter, but you can still get in there and mix it up with your weapons and slam skill. At level 19 shamans can cast Frenzy. Your spell setup should always be formed by 3 sets of spells: As most of you know, shamans are priests and as priests they have increased healing capacities so they benefit from quick healing spells, group healing spells, heal over times and curing spells. Your club is a good weapon for quite a while, although you should strive to pick up a rusty morningstar and worn great staff from decaying skeletons as soon as possible. They can do a bit of almost everything from melee to all manners of casting, and are one of the most versatile classes in Everquest. In exchangee for this Frenzy adds greatly to your strength and also boosts your AC and attack speed significantly. You get dodge at lvl 15. There is nothing quite like the feeling that a free SoW and super-ability buff can give a newbie. Bottom line: Barbarians are fine shamans and will give you the least headaches faction-wise, and as such, are the most popular shaman race. A shaman's enhancement spells are always in demand, massively improving the strength, stamina, health, and other physical aspects of the shaman's group. Shaman races by and large are big, strong, stupid, and unpleasant. Out of the three main slowing classes in EQ (enchanter, shaman, beastlord) shamans have the most powerful slows. This is more of a general trick but instead of purchasing backpacks which weight 3.0 pounds each, buy large sewing kits which only weigh 0.3 pounds. From here on out you will be casting significantly and your melee will begin to fall behind the warrior classes more and more. Usually shaman's heals come one circle after the cleric's corresponding spell does. This can help when monsters are hanging around your corpse or it is under water. You can melee like a champ for a long time as long as you keep up your strength and dexterity spells. You will have adequate hit points to survive some attacks and enough armor to absorb some damage. The root line, malise line, drowsy line, blinding line, DD, and DoT's used together make a shaman very powerful. An example would be the Mortificator Staff, found in Rathe Mountains. On a lighter note, shamans can use almost all equipment that clerics can, and most of the mana-bonus items that pure casters can get. After that you need to buy it for a while until you get summon water at lvl 5 and summon food at lvl 9. Barbarian, Froglok, Iksar, Ogre, Troll And the bonus to attack speed is not to be underestimated. At lvl 19 you are pretty advanced. Ancestral Guardian Spirit This AA gives a buff on target, that casts a big HoT when they go under 50% health. The capacity and size are the exact same. Bottom line: Trolls have the least downtime, have the best melee stats, and are the easiest to solo with. That may sound simple, but once you are travelling around in 30% less time than before it's great. Befriend Animal - Charms an animal for an amount of time determined by your charisma and level. Aside from the obvious damage spells, shamans have the very subtle buffing and debuffing spells. At level 34, you will begin summoning your very own Fido (wolf pet). Shamans also get respectable hit points at about 21 per level. The shaman is an excellent class who enjoy working in groups. Shamans are arguably the most versatile casters around. Overall, you will not miss the chance to wear some of the best armor in the game. That's going to be enough to hang out in a battle and take some hits. Following is a table of some of the solo tactice a shaman can use: In a group, the shaman can fill many rolls: Shamans have the unique ability to create potions with the Alchemy Tradeskill. Instead, you cast it and it continues to drain your mana until you run out. Shamans are limited to [ ( lvl + 1 ) x 4 ] ability points per level in all weapons skills. Shaman DD spells are relatively quite expensive. Poison spells do their damage within 45 seconds, while disease spells are slightly more mana efficient but take around 2minutes. 20 points of strength removed from an NPC can translate into 10-20% less damage from EVERY hit that NPC scores.

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