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Wisewolf's Spell Purchasing Guide

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  • 1------Burst of Flame------------------FREE--------------------You receive this spell for free when your shaman plops down on Norrath. Congrats!
  • 1------Cure Disease--------------------DELAY (Lvl 9-14)--------Pick this spell up before you move on to Oasis or other teen-level zones in order to cure Rabies
  • 1------Dextrous Aura-------------------PRIMARY-----------------Dex is needed by melee characters (especially twinks) in order to proc their weapons. Highly desired.
  • 1------Endure Cold---------------------DELAY (Lvl 14-19)-------Pick this spell up before you move into Upper Guk or other areas with shaman casters.
  • 1------Flash of Light------------------SITUATIONAL-------------Pick up this spell ONLY if you plan on tanking. Creates high threat. Good for duos/trios without a real tank.
  • 1------Inner Fire----------------------PRIMARY-----------------This is your best heal spell until Level 19. Trust me.
  • 1------Minor Healing-------------------FREE--------------------Another hand out! Don't expect any more!
  • 1------Strengthen----------------------PRIMARY-----------------Cast on yourself and all other melee in your group. At all times.
  • 1------True North----------------------AVOID-------------------Just max your Sense Heading skill.
  • 5------Cure Poison---------------------AVOID-------------------Poisons at low level run their course too quickly for you to mem this spell. Better cures are available later.
  • 5------Drowsy--------------------------PRIMARY-----------------Slowing mobs will one day be your bread and butter. Start practicing now!
  • 5------Endure Fire---------------------DELAY (Lvl 14-19)-------Pick this spell up before you move to North Ro or Upper Guk to avoid some caster damage.
  • 5------Feet Like Cat-------------------SECONDARY---------------Agility really doesn't add much at this level. But I cast it on non-twink tanks to give them an AC boost. Every bit counts.
  • 5------Fleeting Fury-------------------SITUATIONAL Pick up this spell ONLY If you're twinked with high AC and high damage weapons. Cheap on mana and high on stats.
  • 5------Frost Rift----------------------PRIMARY High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group.
  • 5------Gate----------------------------PRIMARY Probably the most important spell a shaman will ever memorize since our spells are located in very remote areas.
  • 5------Scale Skin----------------------SITUATIONAL Purchase if you start in Grobb or Oggok. Otherwise, just wait for Turtle Skin at Lvl 14.
  • 5------Sicken--------------------------SECONDARY Very efficient DoT, but the duration is too long for most fights. Disease DoTs become more useful in your 30s & 40s.
  • 5------Spirit Pouch--------------------SITUATIONAL If you are new to the server, or have little cash for bags, this spell can be useful. Otherwise you can avoid it.
  • 5------Summon Drink--------------------SITUATIONAL Useful only if you find yourself in a remote area with no access to a food vendor. Or to help out an evil aligned friend.
  • 9------Cure Blindness------------------AVOID You won't have this on your bar when someone gets hit with blind. Just laugh at them while they're blind. Panick if it's you.
  • 9------Endure Disease------------------AVOID A useful spell in its own right, but by the time you need high DR, you will have the upgraded version. (Lvl 34)
  • 9------Light Healing-------------------PRIMARY Finally you can stop using Inner Fire to heal and can be a useful group healer for a few levels.
  • 9------Sense Animals-------------------AVOID I can't come up with a reason why you would ever need this.
  • 9------Serpent Sight-------------------SITUATIONAL Pick this up ONLY if you've made a Barbarian shaman. Or raise your Gamma setting! It gets real dark in some places.
  • 9------Spirit of Bear------------------SECONDARY This spell is useful to cast on yourself or a group tank for some extra Hp, but the gain is minimal for the amount of mana spent.
  • 9------Spirit of Wolf------------------PRIMARY You will learn to love AND hate this spell…so much.
  • 9------Spirit Sight--------------------SECONDARY Almost a PRIMARY spell to be honest. You will need this while invising into camp locations while in a group or corpse runs.
  • 9------Summon Food---------------------SITUATIONAL Useful only if you find yourself in a remote area with no access to a food vendor. Or to help out an evil aligned friend.
  • 9------Tainted Breath------------------PRIMARY The poison DoT line is useful grouping and necessary for soloing. Very efficient DoT.
  • 14-----Bind Affinity-------------------PRIMARY You will absolutely need this spell while out wandering the wilds. Binding in EC or WC to find easy ports is always useful.
  • 14-----Burst of Strength---------------AVOID This spell offers a tiny upgrade to the Lvl 5 Fleeting Fury Spell. Definitely not worth the plat, just stick with FF if you use it.
  • 14-----Disempower----------------------SITUATIONAL May be great in duos with a tank, but I found few occasions when I had time to Slow and Disempower a mob. Slow > Disempower.
  • 14-----Endure Poison-------------------SECONDARY This spell can save you some mana as a healer or soloer while farming silks or grouping in Guk or mid-level Kunark zones.
  • 14-----Enduring Breath-----------------DELAY (29-34) You can use this spell in Kedge Keep and a few other zones to great effect, but you won't need it any time soon.
  • 14-----Invisibility versus Animals-----AVOID This spell exists only to mock you after you die to high level animal you could have avoided with this spell. Just run along zone walls.
  • 14-----Levitate------------------------SECONDARY Extremely useful for traveling long distances or getting through swamps. Almost required in some places. Stock up on Bat Wings.
  • 14-----Root----------------------------PRIMARY You will cast this spell well beyond level 50. It will save you. It will also disappoint you and get you killed. Typical relationship.
  • 14-----Spirit of Snake-----------------DELAY (Enc/Brd) Purchase this spell if you duo or group with an Enchanter daily. Our buff is better than their self buff. Otherwise, save the cash.
  • 14-----Spirit Strike-------------------PRIMARY High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group.
  • 14-----Turtle Skin---------------------SECONDARY Probably your first AC spell since level 1 as a Barbarian. Needed for soloing, not needed if you group with a cleric often (lucky you).
  • 14-----Walking Sleep-------------------PRIMARY Slowing at low levels is often not needed as mobs die quickly, but this is needed for melee soloing, and useful in a lot of groups still.
  • 19-----Affliction----------------------DELAY (24) Very efficient DoT, but doesn't work well until you can pair it with Envenomed Breath for Root/Rot soloing at Lvl 24.
  • 19-----Cancel Magic--------------------AVOID You won't find yourself in a situation often where you'll need this on your bar constantly at this level. Useful upgrade comes later.
  • 19-----Endure Magic--------------------SECONDARY MR is extremely useful for avoiding Roots, Snares, some DoTs, a lot of low level caster nukes, etc. Very useful for dungeon groups.
  • 19-----Frenzy--------------------------SITUATIONAL Finally a good upgrade to the Fleeting Fury back in Lvl 5. Still only useful for melee soloing with high AC and high damage weapons.
  • 19-----Healing-------------------------PRIMARY Shamans are effectively able to heal like a cleric for a few levels after 19. Definitely a must-need spell.
  • 19-----Infectious Cloud----------------SITUATIONAL AOE groups don't exist much anymore, and kiting mobs with SoW and a disease DoT would be effective but tedious.
  • 19-----Insidious Fever-----------------SITUATIONAL Haven't had many issues landing Disease DoTs but sometimes I found this spell necessary on some mobs. Useful for root/rotting.
  • 19-----Malaise-------------------------PRIMARY The first shammy resist debuff. Learn it, love it, use it. You may not need it at this level, but the Lvl 19 Mali is useful at higher levels.
  • 19-----Shrink--------------------------SECONDARY You will need this spell eventually. Trying to see around Trolls, Ogres, and Barbs in a dungeon is annoying. Shrink all fatties!
  • 19-----Spirit of Cat-------------------PRIMARY Stat buffs are marginally useful at lower levels. They absolutely shine at higher levels. Still, Dex and Str are useful at all levels.
  • 19-----Spirit of Strength--------------PRIMARY Buy the Strength and Dex buffs whenever they're available. They are the most requested and statistically beneficial.
  • 19-----Vision--------------------------AVOID Fun. But I've never needed it. There are occasions where you can use this to assist pullers around corners however…possibly useful.
  • 24-----Cannibalize---------------------PRIMARY "Canni" is the reason why Shamans can stay in the game longer than clerics or wizards at this level. Get used to living at 40% health.
  • 24-----Counteract Disease--------------AVOID I haven't found many diseases that required this spell, and you receive Abolish Disease at Lvl 49. I would avoid this spell and wait.
  • 24-----Creeping Vision-----------------AVOID This could be a fun spell, and useful in 1-2 situations over your career…but I would save the money.
  • 24-----Envenomed Breath----------------PRIMARY The next upgrade in your Poison DoT line. These spells are always useful, and required for root/rotting.
  • 24-----Frost Strike--------------------PRIMARY The frost line of shaman DDs is not the most mana efficient but I find them very useful, and good for finishing off mobs at ~25%.
  • 24-----Invigor-------------------------AVOID I've never had anyone run out of Stamina on me. Or request this spell from me.
  • 24-----Poison Storm--------------------SITUATIONAL AOE groups don't exist much anymore, but combining this with Infectious Cloud might be effective? I haven't tested it.
  • 24-----Protect-------------------------SECONDARY Clerics are more common at this level, so Shammy AC buffs become less necessary. Clerics overwrite yours. Very useful otherwise.
  • 24-----Regeneration--------------------PRIMARY Very mana intensive until you reach Lvl 30 or so, but required for canni dancing, and very useful to put on your melees to save mana.
  • 24-----Resist Cold---------------------DELAY (46) You could possibly need CR before 46 in some area, particularly Velious, but you can probably wait until mid 40s/raiding.
  • 24-----Spirit of Cheetah---------------SITUATIONAL I never purchased this spell. But I feel it's probably less effective than rooting an accidental pull and camping.
  • 24-----Spirit of Monkey----------------SITUATIONAL Normally I would say always purchase your stat buffs. This level is the exception. Regen is more important to keep up on melee.
  • 24-----Spirit of Ox--------------------SITUATIONAL While adding more hit points is useful. You get your first Talisman soon (Lvl 34), and Regen is too mana intensive to keep this up.
  • 24-----Scale of Wolf-------------------SITUATIONAL If you're Invis/Scale of Wolf running and something hits you, it might not be pleasant. Potentially time saving however.
  • 29-----Alluring Aura-------------------DELAY (Enc/Brd) Purchase this spell if you duo or group with an Enchanter daily. Our buff is better than their self buff. Otherwise, save the cash.
  • 29-----Befriend Animal-----------------AVOID By the time you receive your animal charm spells, they're mostly useless. You could charm solo for 1-2 Lvls in select areas though.
  • 29-----Counteract Poison---------------AVOID You won't have time to mem this spell in a situation where you need it. Rely on heals and regen to carry your through poison DoTs.
  • 29-----Greater Healing-----------------PRIMARY At Lvl 29 Shammies have the same heal as clerics for a good while. G. Heal will be on your bar at all times for a long, long, time.
  • 29-----Imbue Amber---------------------SITUATIONAL If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
  • 29-----Imbue Ivory---------------------SITUATIONAL If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
  • 29-----Imbue Jade----------------------SITUATIONAL If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
  • 29-----Imbue Sapphire------------------SITUATIONAL If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
  • 29-----Invisibility--------------------PRIMARY Always useful while traveling. Especially considering 3/4 of shammies are evil.
  • 29-----Listless Power------------------SITUATIONAL May be great in duos with a tank, but I found few occasions when I had time to Slow and Disempower a mob. Slow > Disempower.
  • 29-----Quickness-----------------------SECONDARY Less useful if you duo/group with Enc/Brd often. Our haste is vastly inferior to Chanters. AMAZING when they're not around though.
  • 29-----Raging Strength-----------------PRIMARY 29 gives us another upgrade to Strength and Dex. As usual, you will definitely want to pick them up. Keep your rogues happy.
  • 29-----Resist Fire---------------------SECONDARY Definitely useful at this level if you want to group in Sol A. Continues to be useful against caster mobs all over.
  • 29-----Rising Dexterity----------------PRIMARY Twinks love it. Newbies need it! Keep your melee DPS optimized whenever possible, to conversely optimize your Xp!
  • 29-----Tagar's Insects-----------------PRIMARY Slows become more necessary in this level range. Definitely more useful in Kunark/Velious where mobs hit harder.
  • 29-----Ultravision---------------------SITUATIONAL If you are a Barb, your life will never be the same. This spell is amazing. Still extremely useful as a Troll, Ogre, or Iksar too.
  • 34-----Charm Animals-------------------AVOID By the time you receive your animal charm spells, they're mostly useless. You could charm solo for 1-2 Lvls in select areas though.
  • 34-----Companion Spirit----------------SECONDARY Our first pet! Exceptionally useful despite the bad rap compared to Necro/Mage pets. Make the walk to W.Karana when you can.
  • 34-----Enstill-------------------------PRIMARY Use root for quick CC. Use Enstill for root/rotting. Amazing spell that you will use for the rest of your career.
  • 34-----Fury----------------------------SITUATIONAL Pick up this spell ONLY If you're twinked with high AC and high damage weapons. Cheap on mana and high on stats.
  • 34-----Health--------------------------PRIMARY I recommended skipping the last tier of Sta/Agi buffs, but here these buffs become useful again. Second tier to Str/Dex still though.
  • 34-----Malaisement---------------------PRIMARY Each upgrade in the mali line becomes more and more useful in groups and solo situations. Keep your casters happy.
  • 34-----Nimble--------------------------PRIMARY Stat increases quickly becoming more useful at this level. Nimble can add good AC that stacks with Shifting Shield/Cleric buffs.
  • 34-----Resist Disease------------------DELAY (39-44) Very useful in Lower Guk and Kunark dungeons with shaman or necro casters.
  • 34-----Scourge-------------------------PRIMARY Our disease DoTs finally begin to shine. Stack with Envenomed Breath (Lvl 24) or Venom of the Snake (Lvl 39) for heavy DoT damage.
  • 34-----Shifting Shield-----------------SECONDARY Still doesn't stack with Cleric buffs, but necessary AC buff for tanks when you're stuck pretending to be a Cleric or Druid.
  • 34-----Shock of the Tainted------------AVOID This may be useful in Velious or Permafrost where mobs are more resistant to cold but generally our other DPS spells are better.
  • 34-----Talisman of Tnarg---------------PRIMARY Hitpoint buff that stacks with Clerics. Adds a beefy amount of Hitpoints right out of the gate with upgrades to come.
  • 34-----Winter's Roar-------------------PRIMARY If you're luck enough to receive or buy a Jaundiced Bone Bracer you can skip this spell, but noobs like me need this spell.
  • 39-----Assiduous Vision----------------SITUATIONAL Could be amazing on another class. Could be useful for us. But I've never needed it. Seems fun though!
  • 39-----Blinding Luminance--------------SITUATIONAL Useful if you plan on soloing 50+. Causes pseudo-fear in melee mobs. Still semi-useful in duo/trio/groups.
  • 39-----Cannibalize II------------------SECONDARY Quest is time consuming but easy. Karnor's Castle took longest while begging to loot greyish bone chips. ~1.5k in the EC tunnel.
  • 39-----Chloroplast---------------------PRIMARY Noticeably great regen for yourself and melee types during combat. "Canni dancing" becomes necessary.
  • 39-----Deftness------------------------PRIMARY MOAR DEX! MOAR PROX! DEX PLZ, KK THX.
  • 39-----Extinguish Fatigue--------------DELAY (49-54) I vaguely remember my tanks needing this sometimes in Velious, but I would wait as long as possible. Acumen comes at Lvl 56.
  • 39-----Furious Strength----------------PRIMARY If you have Canni II or are twinked it should be easy keeping up stat buffs, regen, and talisman on your melee. Good luck otherwise!
  • 39-----Gale of Poison------------------SITUATIONAL AOE groups don't exist much anymore, and kiting mobs with SoW and a disease DoT would be effective but tedious.
  • 39-----Glamour-------------------------DELAY (Enc/Brd) Purchase this spell if you duo or group with an Enchanter daily. Our buff is better than their self buff. Otherwise, save the cash.
  • 39-----Insidious Malady----------------SITUATIONAL When root/rotting in Kunark this spell is often required. But if you're heading to City of Mist soon you probably won't need this.
  • 39-----Resist Poison-------------------DELAY (46) Poison MR will come in hand in some Planes Raids but you can probably get along without it until then.
  • 39-----Togor's Insects-----------------PRIMARY This is the level range where slows become more necessary. Togor definitely knew what he was doing.
  • 39-----Tumultuous Strength-------------SITUATIONAL I never got this to drop when I was in the level range, but extremely useful for saving mana in melee heavy groups!
  • 39-----Venom of the Snake--------------PRIMARY Stacks really well with the Disease line of DoTs for some great damage. Only two more upgrades better than this one.
  • 39-----Vigilant Spirit-----------------SECONDARY Shammy pets are useless for root/rotting and soloing in general if that's your thing, but functions as an extra DoT or a rune in groups.
  • 44-----Agility-------------------------PRIMARY Agility becomes much more worth the mana investment now. Keep it up on tanks and pullers, especially if you're stuck healing.
  • 44-----Alacrity------------------------SECONDARY Again, if you have regularly see Enchanters in your groups, this isn't extremely necessary right away. Necessary without an ENC/BRD.
  • 44-----Blast of Poison-----------------AVOID This may be useful in Velious or Permafrost where mobs are more resistant to cold but generally our other DPS spells are better.
  • 44-----Blizzard Blast------------------PRIMARY Terrible name, but extremely useful when you are called upon for DPS. Can take City of Mist mobs down 25% health.
  • 44-----Guardian------------------------SECONDARY Another AC buff for the tank and yourself. Marginal upgrade from the last one, but still a necessity in many situations.
  • 44-----Guardian Spirit-----------------SECONDARY Dogs are still useful believe it or not at this level. But their usefulness will drop off soon despite receiving a pet buff at Lvl 50.
  • 44-----Incapacitate--------------------SECONDARY Another melee mob debuff. I did pick up this spell and found it to be more useable than previous version as mobs last longer.
  • 44-----Nullify Magic-------------------DELAY (51-53) Annul Magic comes at 55. I didn't run into many instances where I needed Nullify before then, but may be needed in some raids.
  • 44-----Resist Magic--------------------PRIMARY Indispensable MR buff. MR is needed in more instances than other Resists. You'll be called upon for it many times as the buffer.
  • 44-----Stamina-------------------------PRIMARY Stats are reaching their full potential now. Stamina can add much needed HP to Clerics, Enchanters, pullers and tanks.
  • 44-----Summon Companion----------------AVOID Dogs cool. But definitely not important enough to summon. Just take a med break and summon a new one.
  • 44-----Talisman of Altuna--------------PRIMARY Beefy hit point buffs for everyone!
  • 49-----Abolish Disease-----------------PRIMARY We're picking up the best spells from the old world this level. They're still really good. You'll need all of them, including this one.
  • 49-----Charisma------------------------PRIMARY +40 Charisma for your Enchanters. Makes your friends pretty!
  • 49-----Dexterity-----------------------PRIMARY +50 Dexterity for maximum procage. Also enhances your dancing skills!
  • 49-----Envenomed Bolt------------------PRIMARY Amazing damage from our poison based DoT
  • 49-----Frenzied Spirit-----------------PRIMARY Last line in our doggy pet spells! Heya Fido!
  • 49-----Malosi--------------------------PRIMARY The debuffage continues. Remains a staple in the Shaman lineup.
  • 49-----Plague--------------------------PRIMARY Stack this with E.Bolt and watch the life tick away from mobs. Soloing becomes much, much easier now.
  • 49-----Rage----------------------------SITUATIONAL Still really only need this spell if you're soloing. And meleeing is pretty rough at this level. But the next Rage upgrade is Lvl 59.
  • 49-----Strength------------------------PRIMARY +66 to +69 Strength is a very significant upgrade
  • 50+----All Spells----------------------PRIMARY Hunt for all the drops, do all the quests, and buy all the spells. You'll need them :)