NORRATH1999

Class deep dive

The Shaman: Spirits, Slows and the Planes of Power

Lineup of fantasy heroes including a barbarian and a troll, two classic shaman races

If you played one, you remember the rhythm: slow the mob, buff the tank, sit, cannibalize, repeat. And you remember how often someone asked you for a buff.

Why this page exists

My first character was Jnais, a Vah Shir shaman, on the Fennin Ro server. I raided Planes of Power progression on live with Caelum Infinitum and The Mystical Order, and spent a lot of late nights as a high schooler grinding in the elemental planes. EverQuest was my escape.

— Ryan Johnston
Jnais · Vah Shir Shaman · Fennin Ro

“Closer to a tribal witch doctor”

The original EverQuest manual described the shaman as “similar to a Cleric, but closer to a tribal witch doctor,” a class whose primary focus is healing but who “can employ many augmentation and offensive spells as well.” The in-game class description calls shamans priests to the tribal races of Norrath, drawing on the power of the spirits: enhancing allies, and weakening or damaging enemies with disease, poison and cold.

That made the shaman one of the most self-sufficient classes in the game. Project 1999’s class guide sums it up as well-rounded — strong as a soloist or in a group — with the game’s most powerful slows and resistance debuffs, damage-over-time lines in both poison and disease, cold direct-damage nukes, and buffs that could raise every statistic except Wisdom and Intelligence by more than 50 points at higher levels. Shamans were also the only class that could practice Alchemy.

Sources: Project 1999 Wiki: Shaman · EverQuest Wiki (Fandom): Shaman

The slow: why groups wanted you

Slowing a monster cut how often it could swing, which kept tanks alive and healers in mana. Shamans had the strongest slow line in the game. On Project 1999’s classic-era spell list it looks like this:

SlowLevelEra
Drowsy5Classic
Walking Sleep14Classic
Tagar’s Insects29Classic
Togor’s Insects39Classic
Turgur’s Insects51Kunark
Tigir’s Insects (area slow)58Kunark

Sources: Project 1999 Wiki: Shaman

The rest of the toolkit

SpellLevelWhat it did
Spirit of Wolf9Run-speed buff (+34–55% run speed) that groups always wanted
Cannibalize24Turns your own hit points into mana; Cannibalize II–IV followed at 39, 54 and 58
Talisman of Tnarg34+150 maximum hit points; Talisman of Altuna (44) and Talisman of Kragg (55) built on it
Companion Spirit34Your first spirit-wolf pet; Spirit of the Howler (55) is the strongest wolf on Project 1999’s list
Form of the Great Bear55Bear illusion: Barbarians became polar bears, Ogres grizzlies, Trolls and Iksar black bears
Torpor60A big heal-over-time that also slows the target’s movement and attack speed
Focus of Spirit60Velious-era buff: +67 STR, +60 DEX and +405 maximum hit points
Avatar / Primal Avatar60+100 STR, AGI, DEX and ATK for six minutes

The downside, as the Project 1999 guide admits, is that shamans “are always getting begged for spells,” and on raids most of your mana went to buffing and debuffing rather than damage. Anyone who has rebuffed a whole raid before a pull knows exactly what that means.

Class titles

LevelTitle
1–50Shaman
51–54Mystic
55–59Luminary
60Oracle

Sources: Project 1999 Wiki: Shaman

Who could be a shaman

At launch the shaman races were Barbarians, Ogres and Trolls. The Iksar joined them with The Ruins of Kunark, and the Froglok later on. In 1999 only Barbarian shamans could walk freely into the good-aligned cities; Ogres and Trolls were killed on sight across most of the old world.

The Vah Shir

The Vah Shir arrived with The Shadows of Luclin on : a tribal, feline race from Norrath’s moon, Luclin, whose home city is Shar Vahl. Their racial abilities are Safe Fall, Sneak and Infravision, and shaman is one of their classes, alongside bard, beastlord, berserker, rogue and warrior. Their lore says the Vah Shir once lived on Odus until a clash with the Erudites sent them to the moon. They pay homage to their king, Raja Kerrath, rather than to a god. For anyone who rolled a Vah Shir shaman, that meant starting life on the moon rather than in Norrath’s old cities.

Sources: EverQuest Wiki (Fandom): Vah Shir · Wikipedia: EverQuest expansions (The Shadows of Luclin) · Project 1999 Wiki: Shaman

The Spear of Fate: the shaman epic

Epic quests were added in September 2000, and the shaman’s was a long road. The quest is framed as walking the “path of the Heyokah,” a series of tests from the spirits:

The last turn-in goes to a Spirit Sentinel at the bottom of a pond in the Emerald Jungle. The reward is the Spear of Fate, which requires level 46 and carries the Curse of the Spirits effect.

Sources: Project 1999 Wiki: Shaman Epic Quest

Illustration of a glowing red otherworldly plane of floating rock, evoking the burning elemental planes

The Planes of Power

The Planes of Power launched on . It raised the level cap from 60 to 65 and added the Plane of Knowledge, a hub with portals across Norrath. Its endgame was the Plane of Time. To get in, you had to defeat the four elemental gods or their avatars. The full journey took 28 flag events, and some encounters needed up to 72 players working at once.

Progression, tier by tier

In 2002 you needed level 46 to enter the basic planes, and you earned access to the harder ones by completing flag events. The rule was later relaxed, so level 55 opened the Plane of Valor and the Plane of Storms, and level 62 opened the Bastion of Thunder. All the planes are reached from the Plane of Tranquility. The EverQuest Wiki groups them in tiers, from Disease, Innovation, Justice and Nightmare at the bottom, through Valor, Storms, Torment and the Crypt of Decay, then Rallos Zek’s fortress, the Halls of Honor, Solusek Ro’s temple and the Bastion of Thunder. Above those sit the four elemental planes, and finally the Plane of Time and Quarm.

Elemental planeZoneFinal encounter
Plane of AirEryslai, the Kingdom of WindXegony
Plane of EarthVegarlson, the Earthen Badlands & RagraxAvatar of Earth (the Rathe Council event)
Plane of FireDoomfire, the Burning LandsFennin Ro, the Tyrant of Fire
Plane of WaterReef of CoirnavCoirnav, the Avatar of Water

Fennin Ro, the Tyrant of Fire

EverQuest’s own lore describes Doomfire, the Burning Lands, as a realm of volcanic mountains, lava geysers and petrified trees that burn forever — “a magnificent forest of obsidian pillars and crimson flames,” ruled by Fennin Ro, the Tyrant of Fire. He is also the father of Solusek Ro. If your home server was Fennin Ro, his plane was one of the last doors between your guild and the Plane of Time.

The Plane of Water, the Reef of Coirnav, is a coral reef ruled by Coirnav, an avatar created by the Triumvirate of Water to embody all three of them.

Sources: Wikipedia: EverQuest expansions — The Planes of Power · EverQuest Wiki (Fandom): Planes of Power Progression · EverQuest.com: The Fabled Planes of Power Lore, Part 18 · EverQuest.com: The Fabled Planes of Power Lore, Part 20

Playing a shaman today

Shamans are still in the game on the live servers, and Daybreak’s time-locked progression servers let you replay the eras in order. The Vah Shir are now available to every player, whether or not they bought Shadows of Luclin. Project 1999 recreates the Classic, Kunark and Velious eras, so it has no Luclin, which means no Vah Shir. A Vah Shir shaman like Jnais means playing on Daybreak’s servers. See Where to Play Today and EverQuest Today.

Sources: EverQuest Wiki (Fandom): Vah Shir · Project 1999 · EverQuest: Progression Servers guide

All races & classes → Expansion timeline

Illustrations are original fan art made for this site, not in-game screenshots.