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Wisewolf's Spell Purchasing Guide

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Revision as of 04:56, 29 August 2016 by Cornellwc (Talk | contribs)

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Hey everyone. Wisewolf here. I'm pretty new to P99, and am also new to the Shaman class. I played an Enchanter and a Necro back on Live from launch until some time around PoP. I love all the guides here on the wiki, but could not find a good source on what spells to avoid, and what spells to purchase as I was leveling up. As a new character on the server, I had a rough time buying all the spells I needed when I needed them. This is my personal opinion on what to buy and when to buy them.

I'm also new to editing wikis. If anyone knows how to use the column template, please feel free to reorganize this until I can figure it out :)

Here is a link to an excel spreadsheet I created, and used to copy this information here: [link coming]

  • 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 are 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 :)