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Wisewolf's Spell Purchasing Guide

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Greetings Shamans. I am Wisewolf Ragespirit. I am relatively new to P99 (written early 2017), and new to the shaman class as well. I played an Enchanter and Necromancer on Live between Launch and somewhere around PoP. I remembered seeing guides about which spells to purchase and which to avoid while I was growing up in those classes, but could never find one as I leveled up my shaman. I'm level 50 now, and feel I can provide some analysis on what spells I found useful and not. It should be said that my choices for these spells are generally centered around grouping for experience. I came here to P99 to be social and have fun grouping with some old friends. I did, however, try to include reasons why you may/may not need a spell for soloing purposes. Good luck out there, I hope this helps!

I've broken our spells up into 5 categories

  • 1 PRIMARY = You should buy this spell as soon as it's available. Save your money while leveling to buy these spells when you ding.
  • 2 SECONDARY = You should buy these spells as soon as you can, but AFTER you have your PRIMARY spells.
  • 3 DELAY = You can delay buying these spells until they're necessary. I try to provide a good reason for needing the spell, and what level range you can wait to purchase it.
  • 4 SITUATIONAL = These spells have very niche uses, but are very useful in some situations (such as soloing). If you think you'll be in those situations often, you can buy these.
  • 5 AVOID = These spells have almost no use, or can be avoided over a specific level range.

Shaman Spells

Level Spell Rating Description
1 Burst of Flame Primary This spell is great for pulling or finishing off runners.
1 Cure Disease Delay (9-14) Pick this spell up before you move on to Oasis or other teen-level zones in order to cure Rabies. Also useful in Warrens at higher levels.
1 Dexterous Aura Primary Dex is needed by melee characters (especially twinks) in order to proc their weapons. Highly desired.
1 Endure Cold Delay (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 Free You receive this spell for free when your shaman appears on Norrath. 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 practice and use your Sense Heading skill. Only reason to get this spell is that it's a cheap Divination skill spell.
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 (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 AGI really doesn't add much at this level. But I cast it on non-twink tanks for the 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, Oggok, or Cabilis. 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 vendor. Evil shamen should pick this up.
9 Cure Blindness Delay (46) You will likely never have this on your bar when needed at low-levels; but at raid level you want this spell. Certain raid mobs blind. Pick it up when the price becomes trivial.
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 If you're planning on charming animals, it helps to know where the nearest one is. Otherwise, don't bother.
9 Serpent Sight Situational Absolutely necessary as a barbarian. Evil races can skip. It gets real dark in some places.
9 Spirit of Bear Avoid Extra Hit Points is always welcome, but the gain at this level is minimal for the amount of mana spent.
9 Spirit of the Wolf Primary You will learn to love ...and hate this spell. ...so, so, much. But buy it and experience it for yourself. It's a mandatory buy.
9 Spirit Sight Delay (14-19) Extremely useful, but not necessary until you start moving out of your newbie area. Purchased in Oasis.
9 Summon Food Situational Useful only if you find yourself in a remote area with no access to a food vendor. Evil races should buy.
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. Bind often.
14 Burst of Strength Avoid This spell offers a tiny upgrade to the Lvl 5 Fleeting Fury Spell. Just stick with FF if you use it.
14 Disempower Situational May be great in duos with a tanky class, but I found that Slowing was more than enough for taking out melee mobs.
14 Endure Poison Secondary This spell can save you some mana as a healer or soloed while farming silks or grouping in Guk
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 Invis vs Animals Avoid This spell exists only to mock you after you die to red con animal you could have avoided with this spell, but you never memorized it.
14 Levitate Primary Extremely useful for traveling, especially 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 disappoint you. Typical relationship.
14 Spirit of Snake Delay (*) Purchase this spell if you duo or group with an Enchanter daily, otherwise save the cash at this level.
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. Required for soloing at this level.
14 Walking Sleep Primary Slowing at low levels is often not needed as mobs die quickly. Can save you previous downtime however.
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 need this on your bar constantly at this level. Avoid it for now, and pick up the upgraded versions later.
19 Endure Magic Secondary MR is extremely useful for avoiding Roots, Snares, DoTs, and many nukes, etc. Very useful for dungeon groups.
19 Frenzy Situational Finally a good upgrade to Fleeting Fury. Still only useful for melee soloing with high AC and some twink 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 necessary on some mobs. Useful for root/rotting.
19 Malaise Primary The first in the line of a Shaman's main resist debuff. Not needed often at this level, but very useful later.
19 Shrink Secondary You will need this spell eventually. Trying to see around Trolls, Ogres, and Barbs in a dungeon is annoying.
19 Spirit of Cat Situational Stat buffs are marginally useful at lower levels; AGI isn't in high demand.
19 Spirit 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.
24 Cannibalize Primary "Canni" is the reason why Shamans are better than Clerics or Wizards at this level. Get used to living at 40% health.
24 Counteract Disease Avoid I didn't need this often enough to warrant the purchase at this level. Avoid this spell and wait for the upgrade.
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 mana efficient but I find them very useful. Good for finishing off mobs at ~25%.
24 Invigor Avoid I've never had anyone run out of Stamina or request this spell from me. Useful post-rez.
24 Poison Storm Situational AOE groups don't exist much anymore, but combining this with Infectious Cloud might be effective?
24 Protect Secondary Clerics are more common at this level, so Shammy AC buffs become less necessary. Clerics overwrite yours.
24 Regeneration Primary Very mana intensive until you reach Lvl 30 or so, but required for canni dancing. Saves healing mana if you get stuck as the healer.
24 Resist Cold Delay (46) You could possibly need CR earlier, particularly in Velious, but you can probably wait until mid 40s/raiding.
24 Spirit of Cheetah Avoid The run speed boost is amazing, but the recast time is long. Your spell slots are better used. Although if you need to beat feet to a far-away zoneline, this is the spell you've been looking for.
24 Spirit of Monkey Situational DEX & STA are unnecessary at this level. Regen is more important to keep up, and keeping regen + buffs up can be too mana intensive
24 Spirit of Ox Situational DEX & STA are unnecessary at this level. Regen is more important to keep up, and keeping regen + buffs up can be too mana intensive.
24 Scale of Wolf Delay (50+) If you accidentally pick up an add while traveling, it might not be pleasant. Time saving when you're high enough to avoid most adds.
29 Alluring Aura Delay (*) Purchase this spell if you duo or group with an Enchanter daily, otherwise save the cash at this level.
29 Befriend Animal Avoid By the time you receive your animal charm spells, they're mostly useless. Possibly good for soloing 1 to 2 levels.
29 Counteract Poison Avoid You won't have time for this spell in situations where you need it. Rely on heals & regen to carry you through DoTs.
29 Greater Healing Primary At Lvl 29 Shammies have the same heal as clerics for a 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. Required 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 Secondary 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 Situational 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 until you pick up our longest lasting root in your 50s.
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 Secondary Hitpoint buff that stacks with Clerics. Adds a beefy amount of Hitpoints right out of the gate. Save it for tanks and enchanters though. Very expensive, mana-wise.
34 Winter's Roar Primary Same nuke that comes off the Jaundiced Bone Bracer. If you have a JBB you may still need this spell as JBB doesn't click until Lvl 45.
39 Assiduous Vision Avoid Could be amazing on another class. Marginally useful for us...maybe. 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 Only Secondary because it's a quest and it's time consuming. Extremely useful to pick up and Canni 3 is a looong ways away at Lvl 53.
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 Situational Purchase this only if you regularly group or duo with an enchanter. Otherwise skip this and buy the final upgraded Cha buff at Lvl 49/59
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/rooting and soloing in general if that's your thing. They can function extra DoTs or a personal 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 a regular Enchanter in your groups, this isn't extremely necessary right away. Definitely buy this otherwise.
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 Secondary 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. Next and last 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. Buy all the spells. You will need them!